Vegeta,
you should take the time to go through the R/G Hate threads, as there were some notable things mentioned there worth reading

I urge this, especially if you're going to make a generalization about aggro and where it's headed.
It was a great article to read, and easy to understand. Basically, you came to the conclusion (from my understanding atleast) that there were a few things aggro did wrong/didn't do at all, that made it a nonviable winning option for T1 tier one tournies. Cool...let me address that real quick

I'm going to take the RG standpoint, as I've rocked this deck for the last 8 months, and I know it quite thoroughly (sp?). I played it in 3 local tournaments of less than 100 players (40-80 in each, for power of course), top 8ing twice, and one SCG event (syracuse), finishing just out of contention (between 9th - 30th) with a 5-3-0 (one game given to a friend, as I knew I could not top 8 with 6-2-0

).
Flaw #1: The aggro deck is too slow or lacks significant threats.
RG has the tubbies here, there is no question. Undercosted and synergistic fools with maaaaaaaaaad rancors. Ha...seriously though, shaman, boa, mancer, and kird ape are enough to make any player edgey. Not to mention good old ESG.
Flaw #2: Lack of disruption and mis-assignment of what is useful disruption
My build packs more disruption than ANY deck out there; wastelands/strip, root maze, ankh, shaman, naturalize, bolt (yes, i count this as disruption), and this is just MB. SB adds art. mutation, crypt/seal, more naturalize, pillar, etc. Disruption is not an issue for this deck.
Flaw #3: Lack of threat density or the ability to find threats.
This is crucial, and one of your best points I believe you outlined. Threat intensity, specifically, is key. If you make a solid manabase, and with such a low mana curve as this deck provides, you shouldn't have a problem 'top decking' threats like there's no tommorow. However, intensity is a real issue for most aggro decks, and this one rarely faulters. The worst case scenario is late game useless disruption, but this is true to any deck. There are many times you draw wasteland when not needed, or duress is a dead card. Same thing with root maze...oh well, eat it. The point is your odds of the maze being dead VS the maze being tech are very low (ie. maze is usually ownage.).
Flaw #4: Making sure you don't do something another deck already does better
No deck hates better, that's for sure. You can beat as efficiently as sligh, with the best hate available. Your critters are annoying and nasty with rancor, and you don't care about null rods/bounce/wastlelands (running only 2 taigas)/crucilock/etc. Your ankhs play a nice role in this (denying crucilock), and really make things tough for a fetchy-manabase.
The outline I just provided, in response to your points that aggro needs to improve upon, is only regarding RGZoo (as I call it). There ARE other aggro/control decks out there, and that really does need to be discussed. A friend of mine recently came 3rd in SCG (syracuse), where he lost to a top decked WoG. This was crazy, as it was such a random play/topdeck, and yes, this card OWNS aggro. He's been rocking the same deck for the last while, and consistantly puts up good results with silly little mongeese.
Being a good player has a lot to do with playing aggro properly, and unfortunatly beginners usually start out with something like aggro (instead of something easy to play, and redundant, like oath). Hence, you give a weak player a hard to play deck (atleast hard to play succesfully deck), and you don't show good results. Yes, aggro has turned towards control/aggro, but this is not a lost cause. Aggro is what keeps magic on its toes, and continues to be fun. It would be terrible to see a meta switch to combo VS slaver, which is what alot of metas are like. Any deck choice should resemble a meta choice, so in the correct environments, aggro/control could post some pretty high results and suprise a lot of people
