Your deck isn't designed to win, but left alone, it will win?
I'd say that Council of Four are actually quite a strong commander, owing to them drawing you
piles of cards whilst also popping out handy
knights. 5 mana is a lot, of course, but it's justified. As an 8-toughness blocker they're also great on the defence (or use one of those toughness-is-damage cards and Commander-damage voltron people to death?). If your playgroup have realised that they need to
murder you ASAP when running such a deck... well, they're correct. They'll have realised that at some point you'll just assemble a combo, drop an Approach, etc etc. If they're going directly for you and no bothering to remove your engine, though, you ought to be able to protect yourself with fogs, pillowforts, or stuff like
Aetherize.
Consider just having Co4 and
Kami of the Crescent Moon out. Now everyone else draws one extra card per turn, but you draw
five! I feel like you ought to be able to find a way to win with that. Personally, I wouldn't lean into group hug much - just one of these effects and you're laughing.
They don't really dictate a particular direction or wincon for the deck beyond that. The tokens are nice and could be part of your wincon, and of course if you're drawing +5 cards a turn then you can abandon bothering with making a deck anyone actually wants to play and go for
Approach of the Second Sun. On the other hand, when you're drawing that many cards you could use them to fuel whatever actually-interesting thing you fancy.