As with all original versions of RoL/Hope, I can channel my immense experience with the deck type and tell you the obvious: this will make you more electrum/hour without healing and more quanta.
Looking at it, I'm not convinced at its effectivity because of two added weaknesses: PC and slowness of offense (you will do faster damage with Angels, partially because of the PC problem, but mainly because it's just slower). The added benefits are: more damage-resistant Rays (though weaker to Rewind) and no waiting for
to use Fractal. Are these problems that reduced electrum/hour in the original versions? If at all, very marginally. Do they make up for the loss of electrum/hour due to its weaknesses? No.
Nonetheless, it's a fun distraction, much like Ray of Lulz (RoL/Hope with Crusaders). I quite enjoy the new deck strategies the new shards enable, especially if they're not overpowered :>