You don't need the Destiny Draw skill. It's a combo-based ability that needs to be built around. Otherwise, you have a skill that you can only use once, if your LP goes under half. That's probably because you took a lot of damage at once and might be losing, so you can get one single card to help save you. That won't be enough time.
Besides, the point of a beatdown deck is to be able to draw any card and throw it down and destroy. Like I said, Destiny Draw is a combo skill and does not work with beatdown. Beatdown's best skill is probably LP Boost Alpha. It's a simple skill that gives free 1000 LP, but it works against defensive burn decks that can hold off your attacks and try to snipe off your health.
LP Boost Alpha can also give you the one more turn needed against other offensive decks to hold off attacks and draw one last support card to beat them back. If you're not interested in having higher LP, other splashable skills that can help your attacks can be Balance or Restart.
As for card choices, I think you should aim to be 2/3 monsters so you can always have a new monster ready to go.
You don't want to be clogged up with too many Traps and no monsters to use them with, so I think you can drop one Metalmorph and work with 20 cards. Otherwise, I think your deck is pretty well-rounded. You can try swapping an Enemy Controller for another 1700 ATK monster. If you own any Order to Charge, you can swap out all your Double Coston for Normal Monsters and toss in a few Order to Charge.
Thank you. But unfortunately I have only one order to charge or otherwise I would have made use of it. As for skills, I would have used switcheroo but sadly it has been nerfed so LP boost alpha is the only viable option left