You have an alright start, but definite room for improvement can be made. For starters, why Crush when you can Smelt? Just an example of strictly better. As a "professional" Kaalia pilot, the three drop mana rocks aren't great here because they won't accelerate you into t3 Kaalia (play on t4, then commander on t4) -- I would replace these with the MIR block diamonds first. Then if you still feel like you need more (which you shouldn't, but just in case) Coldsteel Heart is fine too. Sphere of the Suns is okay, but tbh is kind of janky -- I'd make this Jeweled Amulet instead. As an added effect, Jeweled Amulet is the only rock capable of allowing t2 Hall of the Bandit Lord into t3 hasty Kaalia (speaking of, where is your Hall of the Bandit Lord? That is the best land in the deck).
For more advice and discussions, check out my Primer in this forum (link in sig, but is always on the front page here too). We have a very lively group and are always willing to help one another, offer advice, and just generally converse about te deck and games in general. Hopefully, I'll see you there!
-1 Mother of Runes - While not a bad card, she has difficulty sticking. I think I may readd her once I have a faster mana base.
-1 Journeyer's Kite - This is an all-star in multiplayer match ups, but terrible in duals. As I want Kaalia to be primarily a dual deck, this was an obvious out.
-1 Prismatic Lens - Weak colour fixing/bad acceleration is fine. Upgrade in the form of Talisman of Indulgence.
-1 Sphere of the Suns - This is an iffy choice. Its quite good acceleration, all but guaranteeing turn 3 Kaalia, but it shuts down pretty quickly. I may readd it as a fourth Diamond.
-1 Banishing Stroke - This is many kinds of bad when not Miracled, or Miracled with no good targets.
-1 Grixis, Naya, Esper Panoramas - I don't think the Panoramas are that bad, but they're slow.
-1 Blackcleave Cliffs - This will probably get readded in the future, I don't think I need basics.
-1 Mikokoro - Another fine in multiplayer, terrible in dual cards.
-1 Crush - Smelt is strictly better. I might readd this depending on how the meta adjusts to my edits.
-1 Orzhov, Boros, Rakdos Keyrune - Diamonds are better for speed purposes, as kindly pointed out by 3drinks.
-1 Nihil Spellbomb - I really like graveyard hate in EDH, so this may be readded in the future.
-1 Earthquake - With the speed my edits are looking to add, this will often sit unused in my hand. I never really used it that much before anyway, so it was an easy cut.
+1 Talisman of Indulgence - Speed is critical in duals, this is a speedy rock.
+1 Baneslayer Angel - I've wanted one of these big daddies for a while, she'll do a lot of work.
+1 Thundermaw Hellkite - This thing is awesome. It clears tokens, it shuts down blockers, and it has haste. Whats not to like?
+1 Avacyn, Angel of Hope - Momma Avacyn is a very cool creature which deals with a lot of removal I'm likely to face. Plus her stats are quite attractive.
+1 Iona, Shield of Emeria - Another big momma on the scale of Avacyn, this time one that shuts off blue counterspells.
+1 Marsh Flats and Arid Mesa - Speed and consistency.
+1 Cavern of Souls - Protection for Kaalia against those gawddamn counterspells. I'll probably add some more humans or clerics moving forward so as to make more use of this card.
+1 Hall of the Bandit Lord - I didn't know this card existed, but after having it pointed out its my favourite land in the deck.
+1 Vault of the Archangel - While not quite as awesome as double strike, lifelink and deathtouch are also pretty damn good.
+1 Smelt - Upgrade to Crush.
+1 Marble, Charcoal, Fire Diamond - T3 Kaalia rocks.
+1 Vindicate - The end all in terms of removal. Stops everything but an angry Elemental.
+1 Phyrexian Arena - An EDH staple and therefore an obvious choice.