I would stay away from most aggressive CC cards, as they hurt 2 coloured aggro decks significantly while (generally) not being that much better than the 1C option in mono coloured.
Aggressive mono R and mono W shells aren't that rare in my experience, so Ball Lightning and Celestial Crusader are both pretty reasonable payoffs while also not being too exclusive for decks that are mono coloured with a splash.
Also TIL Ball Lightning is an uncommon in Renaissance, which wasn't printed in English.
In my experience aggro G decks are pretty dependent on support from another aggressive colour, so I'd stay away from aggressive mono G. Though mana dorks do help CC costs.
Gatekeeper of Malakir being a Nekrataal-esque effect locked behind CCC is interesting, but I'm not really confident it's good if you can't reliably kick it by t5 or so.
From what I'm seeing the biggest incentive to go mono coloured is for having a consistent aggro mana base (particularly mono W or R). Some of the cards are decent enough, but none of them would make me go mono coloured instead of just trying to pick up good aggro lands. As for the non-aggressive decks, most of them just don't have multiple significant payoffs; mono B is probably the closest with Gray Merchant of Asphodel, but it needs another significant payoff before I'd consider going out of my way to be mono B.
Waker of Waves is in the same "can't die while this lives" category and it got a pretty lukewarm response since we actually have good blue high end.
I don't know if doubling the mana cost on cumber stone (a rare sight as it is) is where I want to be as far as keeping myself alive. I'm actually running very little by the way of blue top end but if there was literally no other blue 6+ drop besides what I have I probably wouldn't consider the whale
Also I feel like Pelakka Wurm hasn't aged well. Either Arborback Stomper or Plated Crusher/Scaled Behemoth/Warden of the Woods are so much more effective at doing lifegain or resilience (and you rarely need both). If you play Sifter Wurm too there's hardly any need to prioritize picking Pelakka either.
As much as these bans were basically entirely pandering, not wanting to be associated with any potential negative press is pretty fair (even if the cards are 25 years old). Companies will, understandably so, go out of their way to avoid public outrage (as unlikely as it might seem), and saying that they shouldn't is kind of silly.
Crusade and Jihad having the triple combo of suggestive name and art in combination with the text makes them incredibly easy to see as racist in addition to referencing historical events that can be and are given racist connotations. Cathars' Crusade only has the name as suggestive, and iirc it's supposed to be an event from Innistrad rather than a historical reference (I would be incredibly surprised if anyone I know (Canadian) even casually knows about this specific crusade, and as far as I can tell it didn't have race connotations).
EDIT: I should clarify: Jihad and Crusade shouldn't have racist connotations but are sometimes given some regardless.
In practice all this does is make it harder to find Crusade for niche commander decks, so it's not really something to care about.
Set is incredibly underwhelming, though I'm not entirely surprised considering it has 2x the rares other sets do.
Skullmulcher being 4G makes it easily splashable, which is somewhat interesting? I can't think of a better one time sac outlet at least. Outside of splashing it's incredibly sketchy (without large changes) since most of the green support for it has been getting phased out.
Serra Sphinx is probably the best board presence threat blue has at a reasonable cost, which makes it at least worth considering.
I still think Deep Analysis is good. If you always need to hard cast it then it's pretty sketchy, but we've gotten some more self discard in recent years.
Yavimaya Elder also matches up really poorly against most of the newer aggressive threats on top of being weak to pings/bounce and not having any relevance vs. evasion. It's a card killed by a lot of minor issues (including the CC cost).
Sentinel of the Eternal Watch will definitely age poorly once we get more playable white finishers (though white having some recursion/protection will probably keep it relevant for a good while). Waker of Waves is in the same "can't die while this lives" category and it got a pretty lukewarm response since we actually have good blue high end.
I've been pretty happy with Season of Growth with 6 things that trigger the draw in green. It generates pretty insane value in bant blink shells with stuff like Ephemerate and Repulse. Outside of blink I'm fairly confident it's good, but it's a bit hard to say since the scry 1 has pretty inconsistent value and you often need to go a bit out of your way to get draw triggers (buffs/auras are often aggressive while the card itself is grindy, or getting draws out of bounce/split burn often has a gameplay cost).
Carrion Feeder is a good card even when it's just eating removal targets or chump blockers. I'd imagine Viscera Seer is similar but more orientated towards combo/grindy shells.
Vampiric Rites costing 2 to activate massively limits its utility outside of super late game scenarios. With Village Rites being printed I'd have a hard time justifying it outside of very slow environments.
If you heavily support +1/+1 counters Patron of the Valiant is fine, but most 360 lists don't as you need to go out of your way for it. At 360 I think the most people have in white is Relief Captain + a couple incidental counters (ignoring Elite Scaleguard which competes for the same slot). Basri's Acolyte is a reasonable recent power boost to the card which isn't too out of the way.
Oketra's Attendant was not good when I played it. A 5 mana 3/3 flyer is just about the worst use of mana in the average deck and cycling doesn't help that.
Dual lands just aren't great because you need so many of them. When you need at least 4 of them (6 being ideal) to have a decent 2 colour + splash mana base the fact that they enter tapped becomes a big deal. Rainbow lands help significantly in getting to an ideal mana base without the same issue, as you only need 2-3 of them for the same effect. I was looking at Grumgully, the Generous in my RW deck for the persist combo, but the cost of inclusion using only duals was just too high for the chance of a 3 card combo occurring to even pick it. Even ignoring their effect on mana bases, rainbow lands still massively outperform gain lands in drafting as they go in substantially more decks while taking up less space in the pack for the same amount of fixing.
I generally just do drafts until early pack 3 when I'm trying to figure out a cube, since at that point your strategy is basically entirely decided, so as a consequence my drafts don't get saved.
You should definitely have more rainbow lands if you're expecting people to play combos spanning 3 colours; I did some mock drafts and I couldn't really justify going into a 3rd colour for a 3 card combo with just 1-2 duals. Terramorphic Expanse, Evolving Wilds, Ash Barrens, City of Brass, Aether Hub, Gemstone Mine, Mirrodin's Core, and the Vivids are all much better than the gain lands if you're trying to splash. Also, I see why the original Karoos are in here, but I'd be fairly surprised if they're not overkill for the decks that combo with them.
I think that basically all the conspiracies are first pickable regardless of whether they help you combo or not. I'm not sure if that's an issue for you or not, but I figured I should point it out.
Thrive lands are pretty nuts. They're pretty close to fetch+dual manabases in terms of fixing while only being 1 card.
Better than trilands outside of when they're triple on colour (and in 4-5 colour decks they might still be better since you try to avoid CC costs).
Unfortunately I have to cut a cycle of duals for them, which leaves me with 5 slots open with no good fixing replacements, but that's a small price to pay considering how much better they are than duals.
Expect to be Good: Village Rites - 1 mana draw 2 is nuts, and the drawback is interesting and can be worked around Heartfire Immolator - Can't imagine a red deck that doesn't want this Shipwreck Dowser - Solid blue midranged body with a staple effect Warden of the Woods - Skysnare Spider is a satisfying card to play with when it's not removed, and this (mostly) solves that issue
Might come in at some point: Silversmote Ghoul - I'm probably 1-2 enablers short of this being a strong grindy value card Basri's Acolyte - I'm pretty certain this is good, but it's also kinda midranged filler Daybreak Charger - I've come to dislike most white 2 drops so if I cut one this is probably what's replacing it (regardless of how awkward the effect and the 3/1 statline is)
Liliana's Devotee is probably strong enough that the awkwardness around morbid isn't a big deal.
Griffin Aerie and Silversmote Ghoul is a ton of support for lifegain, and it might even be competitive now (though incredibly parasitic). Even outside of a dedicated lifegain shell Silversmote Ghoul might honestly be a strong card as it's above rate if you can get it back once, which isn't overly difficult if you make minor deckbuilding considerations.
Aggressive mono R and mono W shells aren't that rare in my experience, so Ball Lightning and Celestial Crusader are both pretty reasonable payoffs while also not being too exclusive for decks that are mono coloured with a splash.
Also TIL Ball Lightning is an uncommon in Renaissance, which wasn't printed in English.
In my experience aggro G decks are pretty dependent on support from another aggressive colour, so I'd stay away from aggressive mono G. Though mana dorks do help CC costs.
Gatekeeper of Malakir being a Nekrataal-esque effect locked behind CCC is interesting, but I'm not really confident it's good if you can't reliably kick it by t5 or so.
Primal Bellow, Howl of the Night Pack, Defile, Flow of Ideas, and Charge Across the Araba are some other decent incentives to go mono coloured while not being entirely unplayable in 2 coloured decks.
From what I'm seeing the biggest incentive to go mono coloured is for having a consistent aggro mana base (particularly mono W or R). Some of the cards are decent enough, but none of them would make me go mono coloured instead of just trying to pick up good aggro lands. As for the non-aggressive decks, most of them just don't have multiple significant payoffs; mono B is probably the closest with Gray Merchant of Asphodel, but it needs another significant payoff before I'd consider going out of my way to be mono B.
Also I feel like Pelakka Wurm hasn't aged well. Either Arborback Stomper or Plated Crusher/Scaled Behemoth/Warden of the Woods are so much more effective at doing lifegain or resilience (and you rarely need both). If you play Sifter Wurm too there's hardly any need to prioritize picking Pelakka either.
Can we get some more good expensive stuff please.
Crusade and Jihad having the triple combo of suggestive name and art in combination with the text makes them incredibly easy to see as racist in addition to referencing historical events that can be and are given racist connotations. Cathars' Crusade only has the name as suggestive, and iirc it's supposed to be an event from Innistrad rather than a historical reference (I would be incredibly surprised if anyone I know (Canadian) even casually knows about this specific crusade, and as far as I can tell it didn't have race connotations).
EDIT: I should clarify: Jihad and Crusade shouldn't have racist connotations but are sometimes given some regardless.
In practice all this does is make it harder to find Crusade for niche commander decks, so it's not really something to care about.
Skullmulcher being 4G makes it easily splashable, which is somewhat interesting? I can't think of a better one time sac outlet at least. Outside of splashing it's incredibly sketchy (without large changes) since most of the green support for it has been getting phased out.
Serra Sphinx is probably the best board presence threat blue has at a reasonable cost, which makes it at least worth considering.
Yavimaya Elder also matches up really poorly against most of the newer aggressive threats on top of being weak to pings/bounce and not having any relevance vs. evasion. It's a card killed by a lot of minor issues (including the CC cost).
Sentinel of the Eternal Watch will definitely age poorly once we get more playable white finishers (though white having some recursion/protection will probably keep it relevant for a good while). Waker of Waves is in the same "can't die while this lives" category and it got a pretty lukewarm response since we actually have good blue high end.
Vampiric Rites costing 2 to activate massively limits its utility outside of super late game scenarios. With Village Rites being printed I'd have a hard time justifying it outside of very slow environments.
Oketra's Attendant was not good when I played it. A 5 mana 3/3 flyer is just about the worst use of mana in the average deck and cycling doesn't help that.
I generally just do drafts until early pack 3 when I'm trying to figure out a cube, since at that point your strategy is basically entirely decided, so as a consequence my drafts don't get saved.
I think that basically all the conspiracies are first pickable regardless of whether they help you combo or not. I'm not sure if that's an issue for you or not, but I figured I should point it out.
Is there a reason you're not playing more conspiracies? Assemble the Rank and Vile and Secrets of Paradise in particular seem very on theme. I'm also kinda surprised at Reassembling Skeleton and Hermit Druid not being included for the same reason.
Chained Brute in addition to other recent support might be able to help facilitate an aggro aristocrats style deck? Spiteful Prankster obviously helps in addition to Hissing Iguanar and the already existing black support, but we've also gotten a lot of decent support in Hobblefiend, Traitorous Greed, and Claim the Firstborn. With other recent red midranged support like Tibalt, Rakish Instigator and Light Up the Stage it might have enough pieces? Noticeably Heartfire Immolator also triggers Mayhem Devil (or Havoc Jester) if you want to go deeper. Seems a bit hard to justify playing it without a decent number of those pieces though.
Voltaic Brawler is absurd if you support green aggro.
Better than trilands outside of when they're triple on colour (and in 4-5 colour decks they might still be better since you try to avoid CC costs).
Unfortunately I have to cut a cycle of duals for them, which leaves me with 5 slots open with no good fixing replacements, but that's a small price to pay considering how much better they are than duals.
Village Rites - 1 mana draw 2 is nuts, and the drawback is interesting and can be worked around
Heartfire Immolator - Can't imagine a red deck that doesn't want this
Shipwreck Dowser - Solid blue midranged body with a staple effect
Warden of the Woods - Skysnare Spider is a satisfying card to play with when it's not removed, and this (mostly) solves that issue
Testing:
Experimental Overload - I'm a fan of the x power drakes, but this does a lot of things differently to them
Liliana's Devotee - It looks good, but I've been down on Imperious Perfect recently and this reminds me of it
Siege Striker - Nothing on this card is easy to evaluate
Waker of Waves - Reminds me a lot of Sentinel of the Eternal Watch with how impossible it is to attack into or kill in combat
Might come in at some point:
Silversmote Ghoul - I'm probably 1-2 enablers short of this being a strong grindy value card
Basri's Acolyte - I'm pretty certain this is good, but it's also kinda midranged filler
Daybreak Charger - I've come to dislike most white 2 drops so if I cut one this is probably what's replacing it (regardless of how awkward the effect and the 3/1 statline is)
Liliana's Devotee is probably strong enough that the awkwardness around morbid isn't a big deal.
Griffin Aerie and Silversmote Ghoul is a ton of support for lifegain, and it might even be competitive now (though incredibly parasitic). Even outside of a dedicated lifegain shell Silversmote Ghoul might honestly be a strong card as it's above rate if you can get it back once, which isn't overly difficult if you make minor deckbuilding considerations.