Does Cruise not affect Will much?
It doesn't hurt it too much, normally if you can leave one ritual/recall/lotus in there your will's are still really broken. You're mostly eating probes, duress, and fetchlands.
your list looks very close to mine and even closer to what I'm working on now.
I think you should add Library of alexandria, wins games where you draw it more reliably than necropotence does Imo.
4 probes are way too much especially when you have the 6 duress effects, 10 slot for hand info isn't necessary, and they suck vs Workshops and dredge. You should swap 2 probes for 2 preordain, as it improves opening hands consistency a lot better than probe does.
I think you should also definitely add Mox opal to the deck (personally, I upped count to 2 opals) because it needs to be able to access it's 3 colors in first two turns consistently.
Especially since you only have 28 mana sources. A big part of the deck's inconsistency is having enough mana to power out it's brokeness
8 tutors are too much imo, since they are tempo negative and sometimes card negative, I think you should cut at least the consult or Mystical since they are the narrowest. although there is some merit in combining probe and topdeck tutors , I don't think it will really help you to go off as another card would, you already have more than enough tutors/ manipulation that your deck is always able to sculpt it's hand. I just don't think its a good idea to do that at the cost of a card or a good chunk of your library.
I agree with treasure cruise, I initially tried dig, but turns out the UU is really too much of a difference for this deck, even though dig is stronger effect, Cruise is less mana intensive and perfect for reloading against blue decks when you have spent all your gas on their counters. I dont think you should add a second one (although i need to test more to be sure), because Dig is usually better any time you are not delving the full amount, and treasure cruise can't be used as a bait spell in their eot to clear a path of victory. I Also don't think it's necessarily very good against shops in this deck, if you can cast it you were probably already in a position where you could setup hurkyls ftw. If a second copy were to be added to the deck it would most likely be the sideboard in any case.
-Library sounds like a great idea to fight against control decks that just draw go with 3+ counters in hand.
-I think this is the biggest spots are lists are going to differ. I love having all 4 probes, having information on exactly what to play around at all points is so important. And I'm not sure if this is because I'm playing against inexperienced players but it's so nice when a turn 1 probe gets misstepped and you follow it right up with a duress. In the shops matchup I'll normally board out two of them, but even having them on the play against them is nice to see which lock piece you have to play around.
-Mox Opal is something I've been thinking about as I play but it feels like most of my games I wouldn't be able to turn on metalcraft until I'm already going off. Now that might be different if I had 1-2 more artifacts in the deck.
-Mystical has been pretty good for me so far, not amazing, just good. Consultation is probably getting cut though, it serves it's purpose as an emergency lotus or burning wish. But whenever I see it in my opening hand it feels like a mulligan because you can't reasonably cast it and risk removing half your deck.
-Cruise has been amazing as a one of so far. I don't know if you can reliably cast it twice in a game without wheel happening. I do want access to a second one in games you know cage is coming in post board.
Overall though I'm really liking this deck so far. I don't feel like there's any matchups that I'm completely out of. Even the preboard shops games aren't blowouts most of the time. Blue decks have been about 50/50. I rarely have trouble in the combo mirror. I haven't felt any pain not having dredge hate.