The first thing I should say about your comments is that many of them are right, but only in a "ideal" metagame and as I've already said in the begining, this build had been worked for special metagame, not an ideal one.
1) Duress Issue
Yes it can steal a Draw7 against Combo or any other card in his hand, but first of all, most of the current builds run "only" 2 Duress, so the chances to be able to cast one in the first 2 turns in really low. I am also running "only" 2 Leaks in its place but the fact that I can create "tempo loss" from countering this same Draw7 or whatever is needed is too good not to do. If that same player have the 3 more manas available, what is the problem since the spell he would resolve will cost all the mana he needed to get his combo out (of course, it depend upon the spell that is being played, if it's a KEY spell like Y-Win or whatever which is a "must to be counter" card, I would rather prefer to use a Mana Drain or FoW here)
Adressing the Mana Leak issue, first of all, yes Hulksmach doesn't want to counter EVERY spell he meets, he just want to counter every REAL threat he meets and Leak is here for this purpose.
Going second isn't a problem at all as Duress would have the same effect except that I still will be able to counter the next threat that will be caste as no one is keeping 3 "free" manas to play any spell except Controle, right? This is why I told that Leak could be, in this example, be a good card in a counter war, these are the only matchups were Duress could be better than Leak.
2) Mana Leak Issue
I only cut 1 moxen from my build to support the LD and the fact that I am still running 6 0cc mana artifacts with the lands I already run let me play an early Leak without any problem. So a Turn 1 Welder can be fought with it whereas this isn't true with Duress.
I don't see the reason why you tell me Mana Drain is sooo good as I still run them with the Mana Leaks, I only have to choose when I would like to play a Drain like to gain mana and make my Drawing Engine online or when I don't need that extra mana and only want to counter a threat.
When you tell me that I'd prefer to get a turn 2 Mana Drain, this is in most case right, but this is theorical because as you know, there is like 50% of the current decks that also run land disrupt and with this, you couldn't be able to cast a turn 2 Mana Drain as you would have fetched a dual land to get your first turn Duress active.
With the Mana Leaks, I can fetch or put the basic islands I play on the board without being concerned by a color screw option as I don't run many black spells. THIS can let me play a Mana Drain on turn 2 if needed, or just delay it by one turn while disrupting my opponent manabase depending what deck he seems playing, the board and hand position.
3) The Land Disrupt.
As you stated, this
was already discussed on TMD and it was some months ago before the release of Darksteel which let us discover decks like Slavery, T1 Modular or 3Sphere decks like TnT or Stax.
Against Workshop.dec, I already run a maindeck Gorilla Shaman and many answers in side via Cunning Wish, but in the first game, this is like "nothing" and lets your opponent lock you so easily that you, most of the time, move to game 2 in order to get a chance to fight for real.
I know that against these decks you have to combo out as soon as possible but this has been proven to me that isn't always the best way to go as certain threat they throw to you are really annoying.
LD let you fight these threats by denying the opponent "dangerous" colour or ludicrous lands like Bazaars and Workshop/Tolarian or LoA.
I already told this in my first message, this build is made to beat
my metagame and not an "ideal" metagame this is why I made the dead end on Dragon and Rector Trix but LD is pure gold against Dragon as it deny his player great drawing engine + the possibility in the same time to discard his key spells.
LD plus the counters in backup let me play in the way I only have to fight some threats like Xantid Swarms but the ones who splash Green (not many of them) or Compulsion for example (+ reanimation if my opponent could throw some Dragon in his grave before my LD went on). After game 1, I can side in 2 Blue Blast and still have any cunning wish which can be a Snuff Out and these help me much even if Coffin Purge would be better in addition to 1 Blue Blast for example.
I agree with the fact that running LD to stop red against Slavery is not relevant as this is intended to fight Welders and Gorilla Shamans are better for this but I "only" run 1 maindeck (like most of the builds) and this means you are a bye for them on game 1? No you aren't but with the LD I also run, I'm more than even against them in game 1, I can deny his Workshop in a Slavery Build or Volcanic Island/Shivan Reef in an Enslaver build which lets me be able to fight in an easier way their threats after this.
The LD also make my Leaks better, this wasn't made in this way in the first tries but it is synergistic.
4) 3th Island's place and why.
I already answered about the Islands'place in the deck as I prefer to drop a turn 1 and/or 2 basic Island in order not to be disrupted by my opponent as I can do it without any Duress in MD.
But against Blood Moon or B2B, this one more island is far from useless.
As JP Meyer stated, we can sometime plat around Blood Moon or even B2B because we had enough basics or moxen in play. But this isn't true all the time these threats are played and they are sometime "must be countered" threats which I can still play around.
5) LoA & Mind TwistIssue
LoA is like a Wasteland "lightning conductor" in all the matchups you adressed before and I really prefer being able to stop THEIR LoA and not lose to it because I didn't got mine than hoping I could get mine online enough time to overwhelm my opponent.
You didn't even adressed the Twist issue but I think I'm true on what I've said in the first post which it is a really good card against Controle decks but I do prefer to be able to combo and kill my opponent when I have the board controle (Twist resolves more than most of the time because you controle your opponent except on a BIG turn 1 for example).
6) Loss of Pernicious Deed for a 4th Wish.
I shall admit that I didn't intensivly tested it but I was always upset to see such a card in every matchup I played before.
I mean by this that playing against 10 land Stompy doesn't require, most of the time a Pernicious Deed as you only have to combo out before he can kill you and this is, most of the time quite easy to do.
The Fourth Cunning Wish let me get and answer to this if I really need but it also let me get my combo in an easier way.
7) Sideboard Issue.
On the other hand, I am more and more thinking about adding a Firestorm in my side as this can deal we several threats (critters) in a same time which I am no more able to do without the Pernicious Deed.
I already told you that I run such a build in my metagame, not an ideal one, and with the Blue Blast and Snuff Out, i'm far from a bye to Dragon (+ the LD), it's not true against TenTrix or any Trix outside which is respresented by less than 1% in my current field.
My conclusions:
I do meet like 4 of 6 matches workshop.dec in my current field (for example, just look at the Paris Top8 Tournament
Here) and Oxidize is far from a dead card in these matchups as I can wish for it if I don't have enough ressources in order to stop an early threat and this is still a cunning wish target after siding as I let it in my sideboard.
Fire/Ice is maybe not needed right as it can adress the Maze of Ith like my LD already does, Welders like my Blue Blasts can do and so on, I think this will be the place of the Firestorm (even if FCG isn't that represented in my current field, like Trix)
When I adjusted this Archetype, this was of course intented to raise "bad" matchups and this is what I do with it.
I can tell you that my matchup against Slavery (and any "prison" type deck) raised sooooo much. I played many times against it and it is now so easier to beat than before, this is without comparison.
Against Fish or Landstill, this also raised much by the addition I already made.
Against Dragon, this is the same thing except I decreased this in the final as I removed the Purges out of the sideboard but if I meet way more Dragons in my field, I would only have to put 2 or 3 Purges in my SB, not that hard to do.
The only matchup I didn't raise much is FCG but I don't really see how I could do that because how could I raise EVERY defavorable matchups in a same way? This seems impossible to me.