Nice attempt at an automated golem farm! The idea of using minecart tracks for both evasion and activation is a great way to make things simple and efficient, and it looks like you worked out the minecart timing down to evade most of the golem's hits.
There are a few things to work on though:
First, there is a lot of trap interference in your set-up. Traps do piercing damage, as Stahn Aileron indicated, and are thus capped at 6 hits per second. That means that some of the traps will interfere with one another. If you keep the chamber flooded with a spiky balls then there's no need for any of the other traps.
The most damaging traps are the spear traps (they do 60 damage per hit versus the other temple traps which only do 40) and they are the only temple traps that can critally hit. It's thus best to omit all other traps and set up the spear traps in a battery: a column of spear traps actuated into the background with staggered activations. I'd suggest ditching all other traps and using 6-12 spear traps in a column down the center of the chamber. The Golem's body cannot move laterally so one spear trap battery is enough to do the job.
Second, traps have cooldowns - 4 seconds for spiky ball traps, 2 seconds for spear traps, and 3 seconds for the other traps. If you go with spear traps, it would be important to time their activations with the minecart so that each one is activated every two seconds.
It might also be a good idea to have a set speed in the track that is consistent and automatic rather than player-controlled. Booster tracks can do that, and the speeds that various combinations of boosters have been nicely worked out by nekojita chem:
You can use this information to calculate how long your track should be, how many boosters to use, and the spacing between the pressure plates to activate the spear traps.