Some things that stand out to me in your list phrank:
Akroma x2
As far as beatsticks go they are among the best, if not the best. However, that is also exactly as much as they do. I, and with me some of the other posters here, have a preference for utility, in which department they are seriously lacking.
Sun Titan
I will most likely test him as well, however, I think there isn't much you're going to want to bring back with him. If you are going to play him, then at least make sure your mana fixing / ramp consists of cards to get back with him, if I'd play either there isn't much of a reason to play
sol ring over
armillay sphere for example and
expedition map has merit as well. I wouldn't play either, but I'll get back on that when I get to the mana fixing / ramp section.
Bloodfire Colossus
Decent card, I found it a bit expensive at 8+1. I'd play
crater helion and
thunder dragon before this.
Bogardan Hellkite
A bit expensive, 5 damage ain't all that much.
Oversoul of Dusk
See Akroma x2.
Baneslayer I actually see as one of the better cards in the deck, her lifegain always seems to help a lot. I love to copy her with kiki-jiki.
In the creature department I think the most obvious misses are
windbrisk raptor,
myojin of life's web,
terastodon and
artisan of kozilek. I have been very happy playing with these.
The only mana fixing I play myself are land cyclers, fetchlands and in combination with those
rings of brightheart. I prefer to play
sylan library and friends in those slots instead. We never have fast games though, so perhaps I can more easily get away with that than you do. I never seem to have much trouble finding my mana though.
I'm not a big fan of cards like the predators that depend on my opponents to do things, prefering to keep matters in my own hand instead. I'm also seriously considering cutting
death or glory for the same reason.
Doesn't the
drumhunter die too often to make it worthwhile? I'm not sure I'm seeing the need for
abundance or
mind's eye my hand tends to be quite full as it is. I think you're missing
greater good here, it really is very good.
Why not have your spot removal be creatures, like
wickerbough elder?
Your list differs mostly from mine in the mass removal department. I play 8 mass removal spells and have several more creatures to do mass removal (and really, my
regrowth is another mass removal spell most of the time). In my experience I don't have to drop many creatures to be threatening and they have to spend more cards to keep up. Than my mass removal hits and we repeat that process. Eventually they run out of cards while I still have a nice and full hand.
Others tend to go more for a beatdown oriented build, with which they seem to be getting good results as well. I know my preference, what would be yours?
I would certainly recommend the coffin, though the saving your own creatures is nice, it really messes with opposing generals, for which I use it more often. Repeated comes into play abilities can also be quite good.
Considering reclaim, given that more often than not I am getting back non-creatures regrowth is better for me.