I think the inclusion of matron is dubious and unnecessary in this deck. It's a 3 drop that is not searching out a combo piece as in FCG. In general they raise the mana curve, and that's no good. Recruiting for ringleader and 4 piledrivers is a solid strategy if you have a way of casting everything, on the turn you draw them. Otherwise the ringleader has slowed you down by using up all of your mana for the turn. I would look at running some of the budget accelleration as well. Lotus petal is great inclusion. mana crypt is also useful if have the budget for it.
If you are going to be playing mono red goblins, there are a few goblins you need to look at.
Goblin Warchief - hasty goblins, that cost less are the tech! a definate 3 or 4 of.
Skirk Prospector - Very useful ability, letting you power out turn 2 warchiefs or enabling you to cast siege-gang/ringleader with more consistency. Also synergizes well with sharpshooter, if you choose to run it.
Siege gang commander - Awsome synergy with piledriver, also can double as spot removal, or a finisher. Probably 2-3 of them is good.
Goblin ringleader - I love these in FCG. They are your only card draw engine. They work less effectively with fewer goblins/increased amount of burn but even if they net 2 goblins they are worth the mana. However, if you plan on having a heavy burn component to the deck I wouldn't run them
Goblin sharpshooter - Amazing against other aggro decks, laughs at elves and zombies as it blows them all up. Also synergistic with siege-gang's shock effect, mogg fantastic, prospector.
Goblin recruiter - Also very playable, can be used to tutor up multiple goblins or set up for the deadly triple/quad Piledriver swing.
Other cards to consider.
Chain lighning - Less mana than incinerate, and not much regenerates in vintage. However, I might consider not playing it if your meta is red heavy.
Fireblast - Definate inclusion. 3 is about right. Works as a finisher, removal, totally necessary to increase your clock a full turn.
I feel that the following cards should definately be removed. They are sub-par or have other alternatives that have more utility.
Raging goblin - He's lame, no relevant ability after the 3rd turn. Replace with prospectors. They have a useful ability at all times.
Mogg flunkies - conditional, and I find them clunky in comparison to a piledriver, or burn spells.
Also for a discussion on a similar deck archtype in legacy see:
http://mtgthesource.com/cgi-bin/ikonboard.cgi?s=1a25aa9dc3ba8f0c01e76e6019d24b83;act=ST;f=26;t=11Good luck with goblins. Also look at the FCG lists, they are not much different from the standard goblin sligh. However, it offers the explosiveness of a huge food chain combo on the 2-3 turn.