I've never liked the idea of spending the actions to actually use Renewing Spring, and I rarely use Hand of Bim-Shalla. I'd pitch them for a Wand of Healing and some other utility.
I've been hoping for a level 2 cat for a while. That would make Makunda worth a try, would give us another strong Pet option, and would help maintain the bonus from Animal Kinship. Having a smaller bear would probably help Animal Kinship plays too, but that seems less likely. Maybe a level 3 brown bear or something.
I don't see why the cats in particular would receive attention. You can always get Elusive from Mongoose Agility if they kill your cats. I'll be trying Cervere + Lion's Savagery + Eagle Wings at some point, but in that case it makes sense to try to deal with the kitty.
How do you afford to get both spawnpoints down and apply pressure quickly? I've been mulling over different openings for this type of build, and I can see plenty of options that uses one or the other, but using both early seems like it would slow you down too much.
As I see it, you can open with something along the lines of:
Turn 1 (19): Mana Flower -> Mana Flower (9)
Turn 2 (20): Ring of Beasts -> Steelclaw Grizzly (2)
At which point you can play a few more creatures (probably Timber Wolf + Spitting Raptor/Emerald Tegu, maybe a Pet Feral Bobcat), then drop Animal Kinship and start enchanting yourself. Possibly drop a Battle Forge after getting 3 or so animals down in order to start equipping yourself. You don't start attacking for a while, but you should have a reasonably strong push when you attack, and you have plenty of creatures.
Turn 1 (19): Lair -> Enchanter's Ring (2)
Turn 2 (11) [2]:
At which point you can equip yourself and enchant yourself while building up to 3-4 creatures, or rush forward and have creatures follow after you (or alternatively replace Enchanter's Ring with Harmonize).
Or you can do something with Battle Forge.
That could be a rush:
Turn 1 (19): Sprint to NC -> Battle Forge (11)
Turn 2 (20): Ring of Beasts -> Steelclaw Grizzly -> FD Rhino Hide (1)
Turn 3 (10): Enchanter's Ring -> Pet Thunderdrift Falcon -> FD Bear Strength (1)
That doesn't set you up for Animal Kinship as well, but it puts pressure on your opponent much faster (Pet Bitterwood Fox is a reasonable alternative to the Falcon that sets up Animal Kinship better).
Or a more economic approach:
Turn 1 (19): Mana Flower -> Battle Forge (6)
Turn 2 (16): Ring of Beasts -> Timber Wolf -> FD Rhino Hide (5)
Turn 3 (15): Enchanter's Ring -> Emerald Tegu -> FD Bear Strength (5)
You say that it takes you a while to get going, and that you need to stall while everything gets setup. What does that look like? If your opponent doesn't pressure you, how do you open? Do you push once you have 4 creatures, a Harmonized Lair, a Battle Forge, a few pieces of equipment, and an Animal Kinship? What is the point you're trying to reach in midgame? I'm just trying to get a better sense of how you're actually playing.