a take on the energy mechanic, lets explain the deck:
Aether Swooper and Aether Chaser: good early plays that can help blocking and are also very good attacking, they make 1/1 servos that can chumpblock the opposing team or even help attacking more the next turn
Attune with Aether mana fixing that pays for a servo or a +1/+1 counter later, if anything this card makes it so that you probably want even more forest in the land count.
Thriving Grubs and Thriving Turtle again, good early plays and they can keep up with late game threats easily if left unchecked.
Thrummingbird: this card... lots of people want to see it being played in pauper, but usually the deck is bult around it and if the opponent bolts it or i doesnt show up the deck doesnt usually work. here is good, but if you dont have it around you can still play the deck well enough, and if you can connect with it a few times you are set, can also deal good damage by itself if you put some +1/+1 counters on it and then proliferate itself.
Volt Charge and Steady Progress: more proliferate options, these are more of a mid game spell, usually you first want to deploy some creatures, better used as a combat trick than anything else.
Scrounging Bandarand Aquastrand Spider: they are very good in the deck, since they can give +1/+1 counters to creatures that normally don have them, and then proliferate is even better, they also benefit from it, and bandar is also very good if the ground becomes too dense, you can put all the counters on a flyer and finish the game that way, aquastrand is there to avoid that fate for ourselves if the contrary is true.
lets also mention that if you proliferate you can also proliferate the energy counters on yourself.
and thats it, of course there is an sb missing there, i suppose that some artifact/enchantment removal, some graveyard hate, some life gain... i have put a small maybeboard of things that could work well with the deck.