That alone makes quite a difference, but Golden Beast Tamer in Premium is likely not as great for the build as for example Nightmare Doll, Alice, that grants advantage on ride as well as a circle. Though, both have their purpose there. Crit builds most definitely is the best way to pressure your opponent, and the new crits grant you a better defensive engine while you set yourself up for a Dust finish. Pale Moon isn't the strongest build, but its good enough to work with a bit of Harri (and support) to get it going. (Nightmare Doll decks also seem to have gotten a boost out of the latest set, and I AM trying to see if I can make an interesting Nightmare Doll build).
If playing Standard... The options for Pale Moon are currently very limited, but the latest promo (Dreaming King of Comedy) is definitely a must-find card to strengthen the deck. It barely needs any set-up to get that +5k Power after all. As for other Grade 2 units, you should mostly cycle through the numbers you want to use for Amarenth Beast Tamer, Jumping Jill, Magical Boxtreamer and Nitro Juggler/Peek-a-boo (also, mostly because they count as Workeroids for Nightmare Doll Alice, if forced to ride her), and see which number of Grade 2's works best for YOUR preferences. I personally run 9 Grade 3's, 12 Grade 2's, and 12 Grade 's, at the moment.
Some cards I advice you to NOT invest in, because they either have better alternatives, or are just meh in general for the build: Grade 1 PGs, Fluster Cadet (too slow), Dark Metal Bicorn (not enough benefit from using it), Dancing Knifedancer (very situational with its unflipping and not a lot benefits OTHER then unflipping makes it very limited), Lark Pigeon (has potential, but it's also too situational to rely on).