Lots of these decks win with Blood Artist and its spinoffs (Zulaport Cutthroat and others), or make infinite mana off Phyrexian Altar, draw tons of cards off Grim Haruspex and win with Exsanguinate (or just win off Purphoros triggers). Decks of this type generally just go for infinite sacrifice --> infinite damage --> win, and can do it fast and consistently enough that they don't need a diverse array of combos. More versions of the same combo can be facilitated with Nim Deathmantle but I don't know those very well.
Some of the choices are a bit whack (Cabal Coffers, Rakdos, Lord of Riots, etc.) but the basic spirit is in the right place. The deck still runs Mike in order to reuse the creatures you sac to pod, and he can also win with Murderous Redcap (better than the Trike because he can be sacrificed twice to the Pod). It also runs Tooth and Nail and Kiki-Conscripts like you were doing originally, so you can keep that (the Conscripts become a lot better with more sac outlets). If you want to go a more combo-focused route, I'd run more creature sac outlets. The best is Viscera Seer; some decks run crappy ones like Bloodthrone Vampire and Scarland Thrinaxso you can always pod into a combo piece.
If your goal is to win in a "hardcore environment", you probably can't in Jund (well, maybe with a Prossh, Skyraider of Kher+Food Chain deck, but it would have to be built and played flawlessly). Hardcore commander decks (at least, the very hardest of the hardcore) are basically all combo decks that are faster than Pod or prison/permission/stax decks that will render everyone else unable to cast a spell that costs more than 3 mana if they're lucky. But at any reasonable drop-in Commander game, Jund Pod should do well.
For generals, it depends what you want your commander to do. Shattergang Brothers is the most grindy and control-oriented Jund commander and can generate value out of just about any permanent you happen to have, but is usually more staxy than controlly. Vaevictis Asmadi is a brutal finisher and can end games quickly (and has no deck-building requirements beyond "play Jund colors"). Adun Oakenshield can help you recycle your ETB guys, but I'm not sure how helpful that is since you don't seem to have a prevalent sacrifice theme. I'd recommend Shattergang Brothers first, followed by Vaevictis.
The other Jund commanders are either more aggro/sacrifice focused than you seem to want (like Sek'Kuar, Deathkeeper or Kresh, the Bloodbraided), or they play to a theme that you're not using (Karrthus, Tyrant of Jund; you could play him just as a beatstick, but Vaevectis fills that role better) or they're combo commanders that most people are sick of before even playing against (Prossh, Skyraider of Kher).
No deck needsInsurrection, but it's useful as an instant win spell in multiplayer (in 1v1 it's garbage, of course). Playing it or not isn't a huge difference, it's just one of many finisher spells you can run, and is one of the better ones (I'd run it over Rise of the Dark Realms, actually).
Birthing Pod is extremely powerful, but it requires a whole different kind of deck to accommodate it. It's not a goodstuff card, it's a central combo piece and is basically an archetype unto itself (but I'm also not sure how goodstuffy your deck actually is, since you're running combos like Mike&Trike and Kiki-Conscripts. I don't think a real goodstuff deck would run Trike or Conscripts). You'd need to significantly up your creature count, work out 3 or 4 pod chains, and before you know it, half your cards are swapped out and you're probably running Kresh or Sek'Kuar as your general. Something like Natural Order (or your current Tooth and Nail) is better for goodstuff since it's not as finnicky, plus it lets you turn random green tokens into Craterhoof Behemoth without having to cycle through a bunch of other creatures in between.
The question of "number of win conditions" is also more suited to a control or combo deck than goodstuff. In goodstuff, a sizeable portion of your creatures are pretty much win conditions anyway (a good example being Omnath, Locus of Rage), plus a couple bombs like Insurrection or Exsanguinate. If you're thinking about on-the-spot win combos, three is a good number.
If you want to keep your reanimation creature-based, Apprentice Necromancer is probably your best option because of the haste, and sac EOT gives you more chances to reuse ETBs. Doomed Necromancer is slower but gives you lasting board presence.
Utility Creatures Fierce Empath and Woodland Bellower are BFFs. The Bellower is also tight with Eternal Witness, Reclamation Sage, Wood Elves, Sakura-Tribe Elder or any green utility dorks you happen to be running. I'd replace Flametongue Kavu with Inferno Titan because it can potentially remove three creatures with its triggers (and do it repeatedly) and puts a lot more pressure on our opponent (plus if you have an infinite sacrifice combo, it'll straight-up win the game). Balefire Dragon is a good analogue to Inferno Titan, but is hampered somewhat by lack of ETB. A high count of utility creatures is always good with Sneak Attack too. Insurrection is a lot stronger than Molten Primordial.
Ramp
Your ramp seems fine (I'm not sure how you'd be worried about running "too much ramp" when your main goal is casting a 9-mana spell), but I'd replace Darksteel Ingot with Fellwar Stone and Farseek with Nature's Lore.
Win Conditions
While Mike and Trike and Kiki-Conscripts are good, another Tooth and Nail du jour is Craterhoof Behemoth and Avenger of Zendikar. It doesn't go infinite, but the Trike and Conscripts are usually pretty unexciting outside of combos, and Jund has very easy access to mass haste (hi there, Fires of Yavimaya) to kill the whole table. You can also swap out the Behemoth for Purphoros, God of the Forge (you should run him anyway, actually.) Hellkite Overlord by himself is not a win condition, and your deck doesn't seem aggressive enough to do anything with Broodmate Dragon.
Some of the choices are a bit whack (Cabal Coffers, Rakdos, Lord of Riots, etc.) but the basic spirit is in the right place. The deck still runs Mike in order to reuse the creatures you sac to pod, and he can also win with Murderous Redcap (better than the Trike because he can be sacrificed twice to the Pod). It also runs Tooth and Nail and Kiki-Conscripts like you were doing originally, so you can keep that (the Conscripts become a lot better with more sac outlets). If you want to go a more combo-focused route, I'd run more creature sac outlets. The best is Viscera Seer; some decks run crappy ones like Bloodthrone Vampire and Scarland Thrinaxso you can always pod into a combo piece.
If your goal is to win in a "hardcore environment", you probably can't in Jund (well, maybe with a Prossh, Skyraider of Kher+Food Chain deck, but it would have to be built and played flawlessly). Hardcore commander decks (at least, the very hardest of the hardcore) are basically all combo decks that are faster than Pod or prison/permission/stax decks that will render everyone else unable to cast a spell that costs more than 3 mana if they're lucky. But at any reasonable drop-in Commander game, Jund Pod should do well.
The other Jund commanders are either more aggro/sacrifice focused than you seem to want (like Sek'Kuar, Deathkeeper or Kresh, the Bloodbraided), or they play to a theme that you're not using (Karrthus, Tyrant of Jund; you could play him just as a beatstick, but Vaevectis fills that role better) or they're combo commanders that most people are sick of before even playing against (Prossh, Skyraider of Kher).
No deck needs Insurrection, but it's useful as an instant win spell in multiplayer (in 1v1 it's garbage, of course). Playing it or not isn't a huge difference, it's just one of many finisher spells you can run, and is one of the better ones (I'd run it over Rise of the Dark Realms, actually).
Birthing Pod is extremely powerful, but it requires a whole different kind of deck to accommodate it. It's not a goodstuff card, it's a central combo piece and is basically an archetype unto itself (but I'm also not sure how goodstuffy your deck actually is, since you're running combos like Mike&Trike and Kiki-Conscripts. I don't think a real goodstuff deck would run Trike or Conscripts). You'd need to significantly up your creature count, work out 3 or 4 pod chains, and before you know it, half your cards are swapped out and you're probably running Kresh or Sek'Kuar as your general. Something like Natural Order (or your current Tooth and Nail) is better for goodstuff since it's not as finnicky, plus it lets you turn random green tokens into Craterhoof Behemoth without having to cycle through a bunch of other creatures in between.
The question of "number of win conditions" is also more suited to a control or combo deck than goodstuff. In goodstuff, a sizeable portion of your creatures are pretty much win conditions anyway (a good example being Omnath, Locus of Rage), plus a couple bombs like Insurrection or Exsanguinate. If you're thinking about on-the-spot win combos, three is a good number.
If you want to keep your reanimation creature-based, Apprentice Necromancer is probably your best option because of the haste, and sac EOT gives you more chances to reuse ETBs. Doomed Necromancer is slower but gives you lasting board presence.
Fierce Empath and Woodland Bellower are BFFs. The Bellower is also tight with Eternal Witness, Reclamation Sage, Wood Elves, Sakura-Tribe Elder or any green utility dorks you happen to be running. I'd replace Flametongue Kavu with Inferno Titan because it can potentially remove three creatures with its triggers (and do it repeatedly) and puts a lot more pressure on our opponent (plus if you have an infinite sacrifice combo, it'll straight-up win the game). Balefire Dragon is a good analogue to Inferno Titan, but is hampered somewhat by lack of ETB. A high count of utility creatures is always good with Sneak Attack too. Insurrection is a lot stronger than Molten Primordial.
Ramp
Your ramp seems fine (I'm not sure how you'd be worried about running "too much ramp" when your main goal is casting a 9-mana spell), but I'd replace Darksteel Ingot with Fellwar Stone and Farseek with Nature's Lore.
Win Conditions
While Mike and Trike and Kiki-Conscripts are good, another Tooth and Nail du jour is Craterhoof Behemoth and Avenger of Zendikar. It doesn't go infinite, but the Trike and Conscripts are usually pretty unexciting outside of combos, and Jund has very easy access to mass haste (hi there, Fires of Yavimaya) to kill the whole table. You can also swap out the Behemoth for Purphoros, God of the Forge (you should run him anyway, actually.)
Hellkite Overlord by himself is not a win condition, and your deck doesn't seem aggressive enough to do anything with Broodmate Dragon.
Removal
I'm noticing a suspicious lack of kill-on-ETB guys like Shriekmaw, Fleshbag Marauder, Bone Shredder, Big Game Hunter or Nekrataal. The Marauder (and his functional equivalent Merciless Executioner and big brother Slum Reaper) are the best in terms of general value, but targeted removal is sometimes better. Big Game Hunter is usually the best of the targeted guys. I'm a bit concerned about your lack of planeswalker removal. Hero's Downfall is usually all you need. Also, Beast Within is a must. Violent Ultimatum is cool, but Pernicious Deed is usually better.Indrik Stomphowler should be either Bane of Progress or Wave of Vitriol.
Reanimation
You haven't mentioned a single reanimation spell, which is odd given a focus on ETBs. I'd run at least Reanimate (and maybe its creature version Phyrexian Delver) and Animate Dead/Necromancy. Volrath's Stronghold is a must. Other good options are Dread Return, Torrent of Souls, Doomed Necromancer, Apprentice Necromancer, Ever After and Coffin Queen. Your ramp base can probably support Rise of the Dark Realms. Dawn of the Dead and Corpse Dance are good if you're heavy on sac outlets, and Sheoldred, Whispering One is good in basically everything ever.