the standard going first combo really hasnt changed while we have had access to harp: girsu/arm knight/grepher > dump harp (if its girsu you can do a bit more but the dump is the most important eff) harp eff > ss knighmare link 2 > galatea > galatea eff target banished harp, shuffle back harp and set the field spell, activate field spell knightmare eff > target galatea, send skeleton xyz summon dingirsu on galatea > ding ef, attach the banished knightmare to it as material skeleton eff > ss girsu from gy link > i:p on opp's turn: knightmare eff, target ip in draw (field spell makes it a quick effect), send harp, act harp on res, ss girsu, send skeleton. later, use skeleton to bring back ding from gy and non-targeting send a card your opponet controls to the gy. summoning girsu allows you to not have to wait to use i:p eff if needed. effectively, 1 normal summon resolving results in 3 interactions (both sp banishes, girsu non-targeting send). the sky striker package is really just there to help extend through drones (which is dark!) and kagari as well as draw deeper, as well as provide extra interaction with your opponent. the skill in the deck is knowing when to use your interactions properly and how to manage your resources. it can grind but its not infinite.
also, as a note: once you have the field spell, you can fairly easily dodge d.d. crow and bystials but are a little susceptable to them until that point.