Hey there, interesting team you've got there.
I have a few suggestions that can really help out your team. Feel free to follow my suggestions or ignore them; it's your team, so it's entirely up to you.
One of the major issues I see with your team is simply that it is pretty easy to play around. With a solid enough defensive core, I feel like your team would be pretty easy to stall down to the point where a powerful and fast enough threat can finish you off. One of the ways to fix this is to run a better defensive core. You don't have anything to take special hits well unless you get some SpD boosts on your Musharna. One way to handle this issue is by using Regice>Ampharos. Even with no SpD investment, Regice can still take Special hits for days. It will also help against the ever common Hail teams running around in NU these days, as Regice can take a Blizzard, unlike Ampharos. A set of Rest, Sleep Talk, Ice Beam, and Thunderbolt with max HP and max SpA can take special hits really well while also dishing out hits well.
Feint on Zangoose doesn't really do much for you outside of hitting through Protect. This isn't really going to help much since Feint is only a 30BP move. I would recommend running Shadow Claw>Feint a) because it adds coverage for ghosts which you otherwise cannot touch, and b) because Feint just isn't powerful enough imo to run. If you still want priority, you can always run Quick Attack in favor of Protect.
Also, if you're looking to outspeed common scarfer/Swift Swim Ludicolo/Shell Smash Gorebyss with your Cinccino, you don't really need to run max Speed EVs. Max Speed Cinccino with a scarf reaches 493 Speed while +2 Gorebyss reaches 446 with a Timid nature and 406 with a Modest nature. x2 Speed Ludicolo still outspeeds you with a Timid nature (which it basically never runs), and it reaches 478 speed with a Modest nature. That said, if you want to keep its Scarf, you can move 56 EVs from Speed into HP or just run Jolly Band (which is a superior option IMO since Cinccino needs all the extra power it can get).
Masquerain is a decent idea and can be really nice if you pass the boosts to Musharna. However, since your opponent is more than likely going to run Stealth Rock, that will probably be his first priority, especially since you don't run a spinner. Without getting up a Quiver Dance, your Masquerain is easily killed on the special side at 50%. Rock moves will instantly kill your Masquerain even with max HP and defense. I would personally get rid of it and replace Masquerain with a hazard setter. This could be especially beneficial since you don't have any hazards of your own, and without Masquerain, nothing on your team will be weak to Stealth Rock. I would recommend something like Armaldo who can also spin hazards and hit hard or Lairon who can also hit hard with Head Smash or phase with Roar since opposing set-up sweepers can cause massive issues to your team.
Defensive Mightyena isn't a horrible Pokemon by any means. If you are going to run him though, I'd recommend running Super Fang>Counter. This way, you are guaranteed to hit your opponent for half its health, whereas Counter may get one surprise kill or some respectable damage. This relies heavily on predicting well and being able to take a hit with ease. While Mightyena can take hits respectably well, something like Sawk will still hit for ~75% with Close Combat at -1. So you can still run it, but I would probably recommend switching it as well. That is entirely up to you though. If you were willing to switch it, Eviolite Tangela and Amoonguss could be really good exchanges for Mightyena.
These are just some thoughts for you to consider. You have an interesting team, but it could definitely use some improvements as well. If you have any questions or need any further help, feel free to drop me a message. :)