I don't know alot about Karakuri either, but I am familiar with KMP.
I'm un-sure the strategy in a pure build as it seems a bit more strategic in a sense than offensive compared to KMP. Offhand though, I'm not a big fan of Cyber in either Pure nor KMP and lean more towards Instant fusion, but as you want a cyber build..suppose you have to keep them.,lol
I will agree however on the Machina tech as it helps dump cards you don't need form your hand...which from looking at the deck...would happen alot I would assume. I do wonder though if Scorp is going to suggest a new idea he found out recently in using quillbolt hedchog for synching..which also goes well with fortress as a dump target so he isn't dead.
As for scorps few suggestions. I will agree on the single Sazank, and the one kuick and one hapia imo is a matter of what deck your going against. Haipia is only used imo for the purpose of running over high def set's like Gk Spy,hamster,etc..and is a easier searched pesudo cyber dragon. Also he is useful as if you need a ss from bureido or berei and can't sync off it...hapia makes a good beater; plus turning to def after it attacks will trigger bureido..so..ye..works great.
I'm curious on the Trick house's though and their usefulness; as it seems situational without a kara on the field or one in atk mode so it gets his position switched, would sooner go seven tools or maybe even a 2nd D-Prison and another cash cache ( Should this be at three if you run machina scorp? )
I'll agree though...I do wonder what scorp things as he's more familiar with them than I..