Okay, that's a bit of a mess.
Firstly Dark Metal Bicorn & Skull Juggler should go. Dark Metal Bicorn is unnecessary and any significant numbers it can be reached can be done by other units in the deck. Replace with 2 Magician of Quantum Mechanics & 2 Jumping Glenn. Quantum into Glenn is a 10000 Booster for Alice, which can greatly increase her effectiveness, for example
Without Quantum-Jump Alice will get blocked for 10000 at most outside of Triggers. However, with Alice and Glenn (and unless you're playing against) something like Grapplers, you reach Stage 3 against many, if not most, rearguards which then gives the Opponent 3 choices
1) Block for 15000 (2 Cards Minimum)
2) No Guard. Let the Rearguard Die. Then guard the next card (2 cards minimum)
3) No Guard. Let the Rearguard Die. Then take 1 Damage (1 card & 1 Damage)
Any of these are better than Alice in your current set up.
Your Grade 2's are also a complete mess. Random Soul charging is bad unless you are Luquier. Peek-A-Boo is all right but I'm not entirely sure how to abuse him perfectly yet.
Firstly, you need some Crimson Beast Tamers, these are a shoe in for any Pale Moon deck without question. You should also throw in Dancing Princess of the Night Sky (much better than all that random soulcharge crap you got in there currently). 2 at least. Barking Cerberus is fine.
You're Grade 3's are all right but if you want to focus on Stand Pale Moon deck, you should really use Sarah and throw in two Midnight Invaders. Yes, Robert re-writes your drive check but Sarah increases and believe me, there is nothing much more annoying seeing a successfully blocked Alice stand back up again.