There was a lot more discussion and analysis on MustaKotka's thread, but some point I think worth thinking about:
1 - the Commander's CMC may or may not be that relevant. Not everyone always wants to play their Commander on curve. Also, you have another 99 cards there that you want to play, so even if you
do care about playing your Commander on curve, do you care
more than you care about playing all your other cards on curse?
2 - a fairly standard 60-card Standard deck land count is ~24, which means 40 in EDH. 40 therefore seems like a pretty decent baseline, to be modified up or down according to some factors. However, most of these factors encourage it to be lower.
3 - I don't think those ratios are right. Ramping but missing land drops is essentially a waste of effort, but in most cases it's not actually worse. Playing two lands and a 2-mana rock (and missing your third land) means you can't play anything else T2 but is otherwise exactly the same as playing three lands - so often a two-land/one-rock hand is marginally better than a three-land hand. Therefore, you can probably pretty much just swap lands for rocks on a 1:1 ratio at least for the first few rocks. Maybe ten rocks is only worth, say, 8 lands, whatever. Ignoring colour,
Sol Ring and
Mana Crypt are probably worth more than a land. This should be balanced though against the fact that in EDH people typically want
more ramp than in Standard, which pushes the numbers back up. Dorks are definitely less than a land, but don't feel like they're 1/4 of a land.
4 - everyone always seems to ignore mana
flood - possibly because it's really hard to quantify. I've had games where I've drawn like eight lands and a
Wayfarer's Bauble out of ten cards in a deck with like 32 lands or whatever. That basically loses you the game. If you only focus on being able to hit early drops and play things on curve, the right answer is like 70 lands 30 ramp or something ridiculous (yeah this is kind of saying "gas vs mana"). This also feeds into
5 - EDH has a better mulligan rule (first is free) and, certainly in casual games, is actually more forgiving of missing a drop anyway. Therefore, taking a bigger risk by cutting lands actually seems more sensible because you can cover that a bit by mulliganning, whilst then enjoying a tighter deck later - which matters, because a 100-card deck is less reliable already than a 60-card deck.
For these reasons I frequently find myself going below 35 lands, something which I'm always a bit leery of... but honestly it seems like I
flood with lands way more often than I miss land drops.