After some play it's clear the deck wants to be rampy midrange aggro foremost, with the card draw and tempo plays in a supporting role. It needs to capitalize on the early momentum granted by Exploration more than it needs to eke out synergistic value (though a more control-oriented version of the deck could certainly be built, starting with Mana Breach) and the first step in fixing that is cutting Temur Charm in favor of the fourth Baloth Woodcrasher.
Citanul Woodreaders is also counter to that plan and is out. That frees up room to tackle the other problems I've noted with the deck:
First, a difficulty in dealing with top-end threats (especially now that there's even more common Eldrazi running around, and Hardened Scales) and second insufficient ways to return our own lands for the sweet double bounce. More AEther Tradewinds helps with both.
Third, closing out games is sometimes difficult, even with fliers, since Rolling Thunder can't usually dome them unless you're already doing well. A pair of Flamewave Invokers should help with our inevitability.