Hey dude, this almost looks like a carbon copy of the deck I put together about 6 months ago, I learnt the following from the months of
development, and countless hours of playing/playtesting, so I hope they may help:
1.
Vesuva is just objectively better than
Ghost Quarter, it gives an insanely higher ramp curve and will SO often make the difference between a win and a loss (a 4th
Eldrazi Temple wouldn't hurt either). I am curious to see (if you build this), if you find a lower land count (at 20), actually works for you. I run it far heavier than I would usually for a deck (at 24), and really find I am never really starved, nor flooded (though sometimes I just don't get that right land that I want, and there isn't much I can do about that).
2.
Witchbane Orb is also simply better than
Orbs of Warding in a Tron deck. The ability to Turn 3 (or 4) both an
Ensnaring Bridge and a Witchbane is often just backbreaking, and if you pilot this properly, the damage prevention doesn't really mean diddly. With this deck, either you lock down and win, or you don't, and lose.
3.
Spellskite and a mana dork (I use
Palladium Myr), are ALWAYS going to be your best friends. Mana dorks (like
Vesuva) will pull you out of sticky situations, and often simply allow you to lock down the board and establish a game winning position so much quicker (which will mean less losses and more wins). Also, with G/W Auras looking like they're going to make a comeback, re-targeting an opponents aura, pump spell, etc, is just insane (let alone redirecting removal aimed at a big piece of your own). I don't know about your meta (and the eggs are an interesting idea), but the mana fixing is obviously meaningless, and the draw, tbh, just isn't enough with the way this deck is going to want to/need to play out.
4. In the games where things don't draw out the way you want, the only way to create consistency in this deck is Scry. I tried Tops, and trust me I REALLY wanted them to work, but a card like
Crystal Ball just does SO much work in really pulling the deck together. And the tempo difference that creates can very often (again) make the difference between a win and a loss. I also use
Mind's Eye as a draw engine in the mid to late game, but that's just a personal twist and isn't necessarily a must.
If you were ever thinking of actually building this (and I recommend you do, its INSANE fun!), I hope that helps.