Hmm.. first of all a word to the land base. If a land enters tapped and it hasn't a significant effect, don't use it.
Orzhov Guildgate is a good example for this. You could play
Tainted Field or
Command Tower in stead. If you want to invest a little more money,
Isolated Chapel would also be great.
Then, what about replacing
Orzhov Cluestone with
Orzhov Signet? Yes, the Signet is a little less flexible, but you can play it a turn earlier. Besides that, 31 lands seem a little less, unless you got a mana curve like 2.5 or lower, I recommend 34-36.
It seems for me like the deck has very less removal besides Ayli. At least at my playgroup this would be
dangerous, because everyone is scared off Ayli's
exile everything and tries to make sure you're never able to use her.
Disenchant,
Tragic Slip,
Curtains' Call and
Swords to Plowshares would be a good start.
Robort already mentioned Azor's, but there is another card you can't play:
Huatli, the Sun's Heart. To explain this: In Commander you are only allowed to play cards with the commanders color identity. For the color identity, all mana symbols on the card counts (the only exception I know is cards with extort, since the color symbol is in the reminder text). Huatli would be WG.
If you have trouble with your opponents commanders,
Darksteel Mutation has proven (at least to me) to be very effective. If played on a opponents commander, its useless until they get a enchantment removal or a option for sacrifice. For some decks this hurts way more than just removing the commander.