Stuff I would take out:
-Wall of Thorns
-Temple of the Dawnbreaker
-Regrowth
-Brace Yourself
-Defense Ring
-Decoy
-Reflex Boots
-Wand of Healing
-Sunfire Amulet
-Armor Ward
This would free up 47 points. I'll explain the choices:
WoT; Good opponents play armor. I understand people love the Force Push + WoT gimmick, but the moment your opponent plays armor, it's bad. And pretty much all books have some kind of armor and Eagleclaw boots.
Temple, Defense Ring, Reflex Boots; With two very efficient ways to counter Defenses in Falcon Precision and Morning Star, among other cards like Tanglevine and those that inflict dazes, spending mana on improving your innate defense isn't worth it. Think of her defense as a tax on her opponent she gets every game; your opponent pretty much has to answer it in some way while you can spend mana on things that actually help you deal more damage.
Regrowth, Wand of Healing, Sunfire Amulet; You should be more concerned about maintaining a high dice count rather than playing these. Most of the time, if Vampirism can't give you the sustain you need to keep applying pressure, you're in serious trouble.
Decoy; Honestly, I've never seen a reason to include this card.
Armor Ward; Given that Galvitar has Cantrip, I'm not sure why you'd need this. I think you'd prefer another Nullify. You'll find that players are usually ok with paying extra to destroy powerful equipment like Galvitar, and Nullify can prevent cards that counter Galvitar hard, like Agony.
I would suggest anything that can add to your actions, particularly Thoughtspores. You shouldn't lean on them too much, but having one or two around helps a lot. Goblin Builder is good here too, and lets you get out your conjurations while playing your enchants, and can take a couple hits guarding or removing guards before it's gone. It can also cast Deathlock, which is my next suggestion; you'll want some ways to heal against mages that are also aggressive, but Deathlock is something defensive, late-game oriented mages can't ignore and have to destroy through attacking. You'll probably also want a Poisoned Blood as a one-sided option against aggressive mage-centric builds so you can win the healing war. Try the I. Stalker; though people complain about the FM's access to creatures, I very rarely see anyone play her signature creature, if any creatures at all.
That's all I got for now. The best advice is just to playtest and not be afraid to end a game in which your strategy just isn't working out and try something else. This also helps you not get bogged down by losing, since it's no secret that Mage Wars can be a long game. Even tournament Mage Wars lasts a while (1 hr 15-30mins) and they expect you to know your deck pretty well and play quickly at that point.