Hey man,
So as I've already said, I'm a big fan of this. I think you've done a great job and it looks sweet.
I think there are maybe a few things that you could tweak to make it even better though, so I'll share my thoughts here.
The first is in regards to the primer in general. I think this could be an excellent resource for people looking to build mana bases on any level (I already think it's a great resource), but I think it would benefit from being a little more impartial. I think it's important to remember when creating a resource such as this that people will be playing at all different levels and with all different budgets. Obviously if we could, we'd all play with perfect mana bases with fetches and duals and all that excellent stuff, but that's not for everyone.
When I was reading it in more depth, some of the descriptions (especially for the more budget options) were mostly comparing that cycle to other cycles (usually more expensive/less easily available cycles) rather than considering them in their own right. I think it would be good to take each cycle in a vacuum and consider its pros and cons as well. Obviously, especially when it comes to tapped
lands, there are versions that are strictly better than others and this should absolutely be considered and mentioned, but I think including some text considering each cycle on it's own merit would be a good inclusion. This is particularly relevant for the budget options. Generally speaking, people who are playing to a budget know that their mana base isn't going to be as good, but if we can offer them advice of "this is fine for budget because..." in addition to "these are better", the resource as a whole becomes much more useful for lots more people.
A good example of what I'm getting at is Slow Fetches. They are obviously worse than regular fetches, but they do have upsides compared to the likes of
Evolving Wilds which is the other comparison you made. I think mentioning those upsides too is worthwhile and makes this already great resource even better. It gives unfamiliar players more information to inform their decisions of inclusion.
Some thoughts I had on each cycle that were different to your own:
General Tap
lands: Between the various cycles of taplands that are all similar/the same, it could be worth including some information on the worth while gain from the different cycles compared to the others and if they are worth actively seeking out. Most players that are new or playing to a strict budget are playing these sorts of
lands, so are most likely playing with stuff they already have. Gain
lands are fine if you have them, but are they actively worth seeking out over regular taplands? Probably not. I mean, if your LGS has some going or you're placing an online order and can pick some up, sure, but is the difference between the two going to be significant to the results of your deck? Outside of synergies (in this example, life gain) it probably wont, and I think including that kind of information could be useful for new players who could be a little overwhelmed by all the choices.
Bounce
lands:
Given their price point, I don't think they seem bad at all. They offer that "soft ramp" of missing fewer land drops, and are only really bad when you have nothing to play first to bounce a land you've already tapped. At this budget level, land destruction probably isn't all that common, so I think these are a perfectly fine inclusion if you're in the $ budget range. Obviously you do go in to their upsides in this one, but I think the opening sentence will likely put people off when these
lands are actually OK if you are aware of their downsides and play around them.
Creature
lands:
Just an additional synergy/upside as to why these see play that is worth mentioning. They can function as creatures that avoid wipes. Being a creature only some of the time comes with its own upside. I've seen these used in a Vehicle deck that used these, Vehicles and a fuck ton of board wipes and honestly, it was pretty sweet.
Deplete
Lands / Slow untaps etc:
One possible thing to mention on these
lands is their use in storm decks, especially budget ones. When you are using them on a turn when you intend to win, the downside is completely nullified and storm often requires quite a lot of specific colours to get started for its rituals etc. and usually spans 4-5 colours. If you're trying to build storm on a budget, these might have a place. Still after pain
lands (which I agree are some of the best EDH
lands around), but maybe useful to some people.
Slow Fetches:
As I mentioned, there are some upsides to these that I think are worth mentioning in their section. They are obviously much worse than regular fetches, but in comparison to
Evolving Wilds and
Terramorphic expanse they have the upside of a) fetching non basics and b) the fetched land (probably) enters untapped. This is great if you like to play responsively. With Wilds and Expanse, you take the turn off that you crack it. With these, you take the turn off that you play it, but once it's online it can be good. Deciding what to fetch based on if you want to counter a thing or activate an ability is still possible with these. They are also synergistic with the Triomes, Cycling Duals, Battle
lands (which I found interesting btw. I've always known them as tango
lands). Hell, even on a budget, some of us have the odd
shock kicking around from Ravnica. There are definite upsides here and they are probably worth mentioning.
Storage
Lands:
I think these are where our opinions differ the most. I absolutely don't think these are hidden gems or anything like that, but I do think that they have a place. At their price point, they're actually OK. In my opinion, the cost of including these is incredibly small. They enter untapped and tap for colourless. In a two colour deck, there is very unlikely to be a loss of tempo or a lack of colour fixing is a result of these. The ceiling for them is huge though. I don't see them as netting 1 mana every two turns. I see them (and have used them) as a place to store any left over mana for one big blow out. I run
Dreadship Reef in Scarab God. This deck tends to be pretty reactive and leave mana open a lot. Charging these up in those kinds of decks isn't the worst or hardest. If we are in the early to mid game, my targets for reanimation might not be great or I'm not in a place where I'm particularly under pressure. Therefore I'm OK with charging this thing up. And there have been games where I've got a whole Scarab God activation out of it. Towards the end of the game, getting one extra activation out of
The Scarab God in a turn cycle can be huge. I have a friend in our playgroup that loves them for the same reason. There is little to no downside for including them (assuming you don't have too many other colourless
lands) and every so often they are really valuable. Sure, if you're looking for good
lands, these aren't where you'd start, but for their price they do a job and do it reasonably well.
These are just my thoughts though dude. I hope I haven't come across negative or anything. Like I say, I think you've done a great job with this and think it's already really good. Please don't feel under any obligation to include any of my suggestions if you don't want to. This is your baby. I'm just putting in my two cents.