I've been playing R/G beats (though some call my builds closer to R/G phish or something) for about three years now, and I've watched the deck adapt itself to a number of metagames. I have to say the golden days of R/G in my opinion were back when trinisphere was unrestricted and workshop decks ran rampant throughout the metagame. R/G just had so many awesome plays against good ol' stax

In the current meta R/G has a lot more trouble, in my opinion. First of all the deck has to somehow survive the first two rounds of a tournament. Any properly metagamed version of R/G is going to have trouble against random matchups, but there are a couple not-so-random matchups that I am more worried about.
As you identified right off the bat, Oath DESTROYS this deck. Absolutely demolishes it. Looking at the deck you might expect some sort of combo to be harder on R/G, but nothing is harder than Oath. Nothing except, perhaps, ichorid. Now that Ichorid is becoming more popular there may very well be two horrible matchups in the metagame. Then again my version of R/G runs no graveyard hate... I think further discussion might be more meaningful after a decklist.
Land/Artifact Mana (22)
1 Strip Mine
4 Wasteland
4 Wooded Foothills
4 Taiga
2 Treetop village
2 Forest
2 Mountain
1 Stomping Ground
1 Mox Ruby
1 Mox Emerald
Critters (18)
4 Kird Ape
4 Gorilla Shaman
4 Elvish Spirit Guide
4 Simian Spirit Guide
2 River Boa
Utility (8)
3 Sylvan Library
2 Rancor
3 Lightning Bolt
Disruption (12)
4 Null Rod
4 Root maze
2 Red Elemental Blast
2 Pyroblast
Sideboard (15)
4 Krosan Grip
4 Elvish Lyrist
1 Druid Lyrist
4 Artifact Mutation
1 Lightning Bolt
1 Red Elemental Blast
As you can see the deck is highly metagamed, which I think any good R/G build should be.
Card Choices:
The manabase is really nice and I hardly ever find myself having what I would consider mana problems. I don't even touch the three curve in this deck besides the spirit guides, which are removed for mana as often as they are cast. Therefore I am perfectly comfortable sitting on 2 lands and accomplishing everything I need to in a turn. The 2 Treetop Villages have provided the clock I need at times, and at worst they are a forest that comes into play tapped (which under root maze makes them look even better

).
The creature base needs some explanation. River Boa is somewhat of a relic of the past. I don't really like him that much, and after reading this article I will probably playtest hidden gibbons/gorillas as well as Ohran Viper. I'm particularly fond of the Viper

Kird Ape is the backbone of the deck, since this deck doesn't exactly beat opponents down with remarkable speed and tends more toward disruption. Gorilla Shaman is a necessary utility creature for obvious reasons, but some people might question the need for Gorilla Shaman on top of Null Rod. Destroying artifact mana sources IS that important with this deck. If you give gifts or slaver as much mana as they want you are going to lose every game against them, no questions asked. Shut their mana off and you have a fighting chance. The Spirit Guides also are a bit unorthadox, but being able to drop a turn one sylvan or null rod, or having root maze with REB backup is AMAZING with this deck in this metagame. The synergy between Simian Spirit Guide and pyro/reb is amazing as well, since it basically allows you to FoW any blue spell - a play that turns up more than you'd think and ALWAYS catches opponents by surprise. Also in the phish matchup your 'mana acceleration' turns into 2/2 creatures which pose a real threat. Slap rancor on any one of these guys and your opponent is staring down quite the clock. I am rarely sad to see 1-2 of these in hand, but when I get more than that it becomes inefficient, and I may consider cutting one of the ESGs for some other creature or utility spell.
The utility in this deck is essentially what allows the deck to exist in the first place. Without sylvan library this deck tends to draw a lot of dead cards. It may be wise to include a 4th, and I used to run 4 in a previous build. Sure sometimes you draw two, but sylvan is not only a prime counter target (so having a second is sometimes nice) but holding one dead card in opening hand is better than drawing 5 dead cards right afterward. As you may notice there are plenty of cards you do not want to draw duplicates of in this deck (Null Rod, Root Maze, Sylvan itself) and plenty of potentially "dead" cards that you may never want to draw at all in certain matchups (REB, Pyroblast, Null Rod, Even Lightning Bolt). Sylvan wins you games in so many matchups I'm almost talking myself into slapping a fourth copy in the deck right now! Lightning bolt is becoming something of a necessary evil in this deck. Usually I end up just shooting them at the head of my opponent, but every so often these cards find a Welder or Phyrexian Negator and it makes them worth all the while. They are also the one reason my version of R/G can beat U/W phish (though it's not exactly easy...). I'm never unhappy to see a rancor in opening hand. These things mean my 1/1 gorilla shaman becomes a 3/1 beatstick of doom, while my respectable 2/3 kird apes are suddenly downright scary 4/3 critters. That's a five turn clock for those of you who are bad at math. When you plop one of those types of threats down on turn 2 (and get them swinging right away on turn 2 also) my deck, which is loaded with disruption, becomes tough to beat. I've tried running more than 2 copies of rancor and find that as bad as it is to sometimes not draw one rancor, it is usually worse to draw 2 copies in an opening hand. Especially if you have no creature ready to cast it on (which sometimes happens).
The disable of this deck is what has earned it the name R/G Phish in some circles. Rather than just plopping as many threats down on the board as possible and racing, this build drops one lockdown mechanic, then starts widdling away at an opponent's life. Null Rod is the single most powerful card that you can be running in this metagame. Every single deck, with very few exceptions, is or should be either packing this or a full set of moxen. When you play gifts or slaver from their perspective, null rod pretty much cuts the deck in half. They have bounce and ways of removing the card, of course, but the point is that this is one card that both decks HAVE to remove. With new empty the warrens builds, gifts can sometimes build up a mox/mox/dark ritual/empty the warrens play which is tough to recover from, but with extra forms of disruption such as root maze and strip effects this deck quickly makes it an uphill battle for most opponnents packing either of these decks. Root maze is constantly underestimated and much of its usefulness lies in the inability of opponents to learn to play around it. If you know how root maze affects your deck it is a lot less of a problem. REB/Pyroblast is an amazing maindeck card that I would strongly recommend everyone to consider. Looking at the dominant decks in the format I cannot come up with one good reason to move these to the board. They are also my only response to tinker, which is practically an autoloss if it hits early.
Gifts is about a 60/40 in my favor, 50/50 post board (if they pack an anti-aggro board)
Slaver is about 70/30 in my favor, 75/25 post board (this is one of my best matchups)
Stax is about 40/60 in their favor, 75/25 post board (with the addition of 4 mutations and 4 grips)
Oath is about 85/15 in their favor, 50/50 post board (in come 5 lyrists, 4 krosan grips)
Ichorid is untested, but my speculation would be that it is heavily in their favor pre and post board.
Phish is about 55/45 in my favor, 40/60 in theirs after Jitte comes in. This is a matchup that I continue to struggle with.
Variations of control such as landstill, ophidian, 4cc, or any random control matchup is usually slightly in my favor, but random aggro decks tend to outaggro me (even suicide black can sometimes have its way with me) and random combo matchups are probably among my worst. Someone bringing a combo deck that didn't rely heavily on artifact mana would hose me pretty well.
Hope this helps!
-Sethy