I was tinkering with something like this as a cardbase:
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5i4 5i4 5i4 5i4 5i8 5i8 5i8 5id 5id 5ie 5ie 5ie 5ie 5ie 5jm 5jm 5jm 5jm 61q 61q 61r 61r 61r 61r 61t 61t 61t 7gk 7gk 7gk 7gm 7gm 7gm 7i6 7i6 7i6 8pu
This means ditching the Tridents, the lone Squid, both Fractals and some Dims. I haven't found a way for making a deck that has the ability to throw out a full-potential Crawltal :/
Seeing that our remaining hitpower weights more on the Water side, taking some towers may help a bit with the fast reaction against Fire. For PUs you don't really need fast quanta, at least not that fast most of the time.. Also just as another idea, keeping the lightnings - of course if lucky enough to draw 'em both - could help supporting the bolts to get rid of annoying Phoenixes; that move may prove useful at some point.
With this setup we can even pull out a(n almost) "surprise mono" at a later match.. hey, it's not that bad.
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5i4 5i4 5i4 5i4 5i8 5i8 5i8 5id 5id 5ie 5ie 5ie 5ie 5ie 5jm 5jm 5jm 5jm 61q 61r 61t 7gk 7gk 7gk 7gm 7gm 7gm 7i6 7i6 7i6 8pp
I found that our already gappy set of Dim shields breaks the possible chain by themselves many times (not always, though), and they felt useless investment in

against deflags even more, still they can save you when played in the right time.. I'm not really sure about those, but a risky tactic against Fire anyway.
Lastly, having Toads around are great for luring away bolts from drakes/crawlers/you, and when desperate even copying them can score you a cheap comeback.
Upping Crawlers is a must, but Drakes/TU is an option too (yet too slow I think). Quanta generators are always nice to catch up with her.