You have a lot of mana rocks (I might go as far as to say too many) but a low amount of lands. I think you should cut two rocks (at least) for lands. But, if your current numbers work, I suppose you can leave them as they are.
The biggest omission I see is Basilisk Collar. Bounce spells are fine (and Submerge being "free" is decent) but you really might as well just kill things straight up. Draw a card, kill a creature seems pretty good.
High Tide doesn't seem the greatest in a deck with only 12 Islands. You probably have a good way to get to a fair amount of Islands as the game goes on, but it does seem that it isn't really going to get you going when you need it to.
While this is likely a meta call or just a personal preference, I never liked the permanents that created tokens when an Instant or Sorcery is cast. Murmuring Mystic, Talrand, Young Pyromancer, etc. The Locust God is really the one I kept around and that is because it makes a lot more tokens more quickly and they have haste. They others were ones I found to be too slow to really be worth having.
Otherwise, I don't see anything else that you definitely should cut. I see a number of cards I wouldn't run, but most are serviceable in what they do and so I can see the reason for wanting them.
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