Even more importantly I don't know what to take out, initially I though brainstorm or chromatic sphere, then I put down my crack pipe!
Brainstorm I am thoroughly unimpressed with.  Honestly the only reason I'm running 2 right now is because I can't think of anything else to put in their slots.  They sometimes keep you from crapping out (and are so good against Slaver I actually board a third one), but they also make it much more difficult to evaluate opening hands, and can spell death if they don't offer anything and you aren't holding a tutor.
I'm not missing Chromatic Sphere, but I am running Hurkyl's, Fastbond, Crop Rotation and Chrome Mox.  If not running all four of those I might be afraid of colorscrew, but the cycling doesn't matter that much.
I know everyone wants to keep their tech secret before the big tourneys but I can goldfish like a mofo, I just am not sure how to plow through chalices, rods, stifles, and counterspells (If they hit a dark ritual at the right time it is game over  :shock:  !
My current "hate base" is 2 Pact, 1 Hurkyl's, 2 Chain, 4 FoW.  I don't know if this is just my play style or if it's actually the correct way to play the deck, but I seem to have the most success when I aim to go off on turn 2.  The reason I'm loving pact so much is that I usually have mana to cast it first turn, but since it's an instant I wait to see what my opponent does so I'll know if I should pact for a hatespell, or a mana accelerator to float extra after my first draw 7.  

Chalice/Null Rod is nowhere near as annoying as Trinisphere; if your opponent goes first and drops a first-turn sphere you're screwed until at least turn 3 and that's if you're topdecking from your eleven land.  A chalice can be beaten by Chain of Vapor, and assuming you have even one land that translates to a chain, or a vamp, or a lucky ancestral/brainstorm.
Stifle...pfft on Stifle.  Sometimes you just barely manage to go off, but a lot of the time you can just twister some more and try it again.  More often than not a Stifle just means you win with a storm count of 50 instead of a storm count of 10.
Other counterspells hurt, but once you know your opponent's running them you can plan around them.  Even if they do force your stuff and break your combo, you can often just cast a draw7 the next turn and try again.  Having yourself interrupted isn't so bad when one lucky wheel/twister can put you right back in the game.