Samurai have an insane amount of synergy because they are the first big breakthrough in DM regarding that, and how versatile gears are in term of combinations. There are literally 100+ valid Samurai builds, probably in RUG alone, so it's easy to want to do everything just when reading cards. But for every choice that you make there are some pretty huge abstract limitations on what other things you need to do and when and keeping track of that kind of fractal is just confusing to say the least. Simply put for every correct way to do a certain Samurai card or engine there are tens that are wrong. The decktype is full of psychological traps and baits, exactly because it's so thematic and so encompassing in terms of mechanics (you can do nearly everything). So to escape it you got to focus more on basics and "per mechanic/ability" type thinking and stack the correct simpler choice for each (like say Bolberg over any of the other finishers, or what draw engine to use, and indeed having stuff like flat removal and non-Samurais if it is the correct choice).
So I am not really sure what I am supposed to help with to be honest. Nowadays my way of "helping" is just to build a deck from zero without any restraints or expectations and then find out the correct way to do something like that, and that would be my approach on a lot of decks. Because it's about knowing what type of effects or low cost cards to max, and if you do so, what does the transition to late game have to look like, what techs and counter measures and matchups to care for and so forth. I see more of a fractured early game plan here and the low cost and high cost are too disconnected and you are missing some critical abilities and mechanics.
Aside what we already talked...what exactly is your goal or favorite things about this deck? And let's work from there. Do you want to hit shields more and harder? Or go for a field battle beatdown where you control? Not die to removals and controls while you get a finisher? Super stack awesome effects on someone?
I think you can probably make do with All Gears and no Spells and removal creatures and such, but depends on what your plastyle and win condition will be. Wind Blade+Flame Blade make for a great substitute for missing removal, and indeed are even stronger than most Fire Spells, not to mention have built in reusability.
I kinda like some of the conclusions you reached with making this, like Gear techs for counters, Roid for timing resource and defense and the Rakshasha for kinda like a reverse Petrova but better for offense. But those are timings worth exploiting each in more of a full build for them, they are not that good as techs because too conditioned.
Unryuu maybe not for this build, but I was right to suggest it for mass Gear decks anyway, Poppy and Matasa do most of the work honestly, Loquat is kinda only for hard offense and low cost builds, Bazagaberg not needed at more than 2x in any case, Shiro at 2x doesn't have any progressions here so it's just weaker resourcing, Jamming Beat doesn't help you and Ice Lance is better than Boiling if all you are going to do is 1x it in a slower build that already has high power plays.
...Smash is always good in anything though. ;p
That's about what I see so far. Tl;dr it is not yet a "concept" to be honest.