Looking good. Sludge Wave is definitely not ideal, but you'll get the HMs for Waterfall/Dive soon, so just wait for that. Also, Hammer Arm isn't really necessary, the most important things it hits are Rock and Steel types, which EQ hits anyways. Instead, breed for Yawn/Avalanche/Curse/Endeavor. There's a pinned guide for everything breeding-related in this section, it should answer any question you may have (if not, PM me).
Charge Beam and Magnet Rise can go. While Magnezone is bulky, it'll be worn down soon enough, you don't really have the time to set up. Magnet Rise would only be useful if you outsped the oposing Ground type, which, let's be real here, won't be happening. And you'll be able to buy Air Balloons soon, so just go with that. For moves to replace those 2, take your pick, you've got Thunder Wave, Mirror Coat or Hidden Power (depending on your type(try google, there's online hidden power calcs, so you can just check your IVs and use that)). For TW and MC, I'd actually recommend making your ability Sturdy. Sturdy+MirrorCoat Magneton/zone is actually a very popular choice against Arceus, takes it down in one turn. And TWave is for physical attackers you need slowed.
You can also just stick with Analytic for now and switch to Sturdy when needed. If you don't have the Ability Capsules to swap that all the time, don't worry, you'll get to a place where you can trade shards for Capsules before you fight the next gym. But either way, ^^those are the moves to run.
IIIIIIIIIII'd say replace it. It has a great attack stat, but it's really slow and can't take hits too well. As a replacement, Scrafty instantly comes to mind. Same speed, way bulkier, a little bit lower attack but with a much stronger STAB in High Jump Kick so it's even a little stronger. But most importantly, the moves. Not only does it have...actual coverage, unlike Pangoro, it also has Dragon Dance. Get a boost or two, have Moxie as your ability and it's game. The exact set would be Moxie with HJK, Crunch, Dragon Dance, Ice Punch/Zen Headbutt.
If you want, I can come up with other recommendations for Dark or Fighting types to replace it.
But if you reaaaaaaaally wanna keep Pangoro, ditch Parting Shot and the HM (you wont need a slot for it since E15 made HMs forgettable like TMs and Swampert is gonna be using Waterfall, so you can just have Swampert be your HM-er). Instead, check out that guide I mentioned and see about E12 breeding. Breed Dig and Rock Slide/Stone edge onto it.
Ditch it, it's way past the point where it's worth a team slot. There are WAAAAAY better Psychic types by now. You can get Reuniclus, Alakazam before you fight the next gym, Gothitelle, Sigilyph, Swoobat, Metagross before you fight the next gym and Malamar. And Delphox 4 gyms from where you are.
-Reuniclus should be obvious just by looking at it's stats. Hits hard, takes hits. Yes, it's really slow, but it gets Trick Room, which not only makes it almost impossible to "outspeed", but it can also help out your team's slower members. For a set, Regenerator/Magic Guard with Psychic, Shadow Ball, Trick Room, Calm Mind/Hidden Power/Energy Ball(E12).
-Alakazam is kind of a fast frail Reuniclus. Thus inferior because Reuniclus can patch up it's speed while Alakazam will always be frail. Run Psychic, Shadow Ball, Hidden Power, Energy Ball(E12).
-Gothitelle is best with Calm Mind, which it can set up well because of it's great bulk. Psychic, SB, Calm Mind, Energy Ball(E12)/Thunderbolt(E12).
-Sigilyph does things differently. It's got a nice set in Cosmic Power, Stored Power, Charge Beam, Air Slash. The idea is to get your bulk up with CP (which is rather easy with it's good speed), get up your Sp.Atk with Charge Beam and then spam 380 BP Stored Power (or Air Slash/Charge Beam if your foe resists it). Buuuuuut, if you don't mind a not-Psychic type replacing Meowstic, get a Clefable. It also uses CP, SP and Charge Beam, but gets Minimize. So you can be almost unhittable, on top of having max defenses and Sp.Atk. More buffs also mean a more powerful SP, which is 500 BP.
-Swoobat is...iffy, but it can REALLY pay off. Yes, it's frail and not too strong, but it's ability Simple doubles all stat changes and it's fast as hell, so you can easily use Calm Mind to double your Sp.Def and Sp.Atk, making you really bulky and strong really quickly. Simple with Calm Mind, Psychic/Stored Power, Air Slash and Hidden Power/Charge Beam/Endeavor. Note that Simple doubles effectiveness of buffs, not number, so +3 Sp.Atk with Simple is the same as regular +6, so setting up more than 3 CMs is pointless, but Stored Power still calculates it as just +3, so SP after 3 CMs will still be 140 BP, not 260 (which is why Charge Beam can be handy, the buffs don't change your Sp.Atk past 3, but can power up SP).
-Metagross is pretty simple, Agility, Meteor Mash, Zen Headbutt, Brick Break/Hammer Arm.
-Contrary Malamar with Superpower, Knock Off, Psycho Cut, Light Screen/Rock Slide(E12)/Destiny Bond. This one is the most unreliable, as it can't really deal with special attackers at all (unless you use Light Screen) and is rather weak before getting some Contrary Superpoewr boosts.
Stealth Rocks are useless. They're great in competitive, but in-game, no one ever switches around, except for the player. Why waste a turn to do 12% to all foes if you can kill one instead. Get Heavy Slam instead. Also, since you have Sturdy+Explosion, go back to the Obsidia Department Store and stack up on some Normal Gems.
Unless you want a replacement? Cause there's definitely better. Archeops, Tyrantrum, Aurorus, Krookodile, Nidoking and Mamoswine all hit way harder, Gigalith has no STAB on EQ (which it gets via E12) but is better in all other regards, Rhyperior is just a better Golem in every way, Torterra has actually exsitent Sp.Def. Want me to go into detail on any of them?
Mmmmmm, nah. Heatmor can be really good if you have a Trick Room thing AND you give it some of it's best tutor moves, but we just don't have the second. For replacements, there's Ninetales, Arcanine, Darmanitan, Delphox and Chandelure.
-Ninetales main draw is really strong Fire moves thanks to Drought. Just give it a STAB, Energy Ball (E12), Hidden Power (ideally Rock or Ground), Nasty Plot/Extrasensory. Also, if you're using Ninetales, I'd strongly recommend replacing Magnezone with Heliolisk, Solar Power Heliolisk is insanely good.
-Agility, Flare Blitz, Close Combat, Outrage.
-Now here's some power! The rule with Darmanitan is if you can outspeed, you can kill. 140 base Attack, Sheer Force, Flare Blitz. For other moves, Superpower, Dig(E12), Rock Slide(E12) it is.
-Psychic, some Fire STAB, Grass Knot (TM sometime before Delphox itself), Shadow Ball.
-Chadnelure is really good if you have a Trick Room setter such as Reuniclus. Just look at that Sp.Atk stat. For moves, some Fire STAB (Flamethrower TM soon), Shadow Ball, Energy Ball(E12), Psychic(E12)/Hidden Power/Minimize.
For your rotation, no Simisear, it'd be terrible even if it had Crunch. And for your Banette, it's pointless to have both Sucker Punch and Shadow Sneak, they have almost the same power cause of STAB and have exactly the same Super-effective coverage. Also, non-Mega Banette is pretty bad and the Mega is at it's best when it can spam Shadow Claw in Trick Room. Luckily for you, you can get Banettite soon-ish. Unluckily, no signs of the Mega Ring yet.
Don't bother with Gardevoir IMO. It's like Gothitelle +Fairy STAB, -a LOT of bulk.
Roserade is really good. Run Technician instead of Poison Point. That way, any Hidden Power you get will be 90 BP and, since it's defenses really aren't that great (well, Sp.Def is, but it's HP is bad, so you're back to neutral), run Magical Leaf instead, it's great for doubles and has 90 BP cause of Technician. Also, E12 nets you Sludge Bomb and Extrasensory.