@AngryPed
Are you sure your rebuttal arguments cannot be applied to
any modern combo decks?

Very sure. Smmenen's GrimLong, Becker's GWS Long, and my teammates' variants have all addressed the issues in a number of ways that your build does not. Their counts and mana/spell ratios are much more stable than yours.
Running GrimTutors isn't enough to guarantee a different approach to the game plan of a combo deck played under the influence of hate spells because resolving a quick and gamebreaking GrimTutor involve your ability to resolve Rituals & Fixers & Manadevelpment and that situation usually arise when you are free from hate itself.
The only mention I made of Grim Tutor was as additional business. It has nothing to do with hate.
In the end, 2 or 3 Cabal Rituals are not enough of a difference in order to search and develop mana for answers.
Considering Smmenen, Becker, and Kolowith all disagree with that, I don't think you can really assert that without any justification whatsoever. Increasing your Ritual count by 50-75% is hardly insignificant when you do play the most expensive bombs.
Talking about my deck, I'm astonished HOW you are not reading between the lines, his own STRONG stability. I suggest you to play a bit more the list rather than simply looking at it and state reasonable but inadequate words. Mana base seems ill-advised to you, only because you don't look at it with an objective perspective but you are only trying to detract the deck or sort of....
Reading between the lines? Let me paraphrase: you want me to ignore the fact that the deck has a ton of painfully glaring deficiencies because you say I am being critical rather than blindly embracing the deck with open arms? I think you need to read my Blog on Vintage in the Adept's forum, specifically the 4th and 6th deadly sins of Vintage.
Red is only Manamorphoses and Wheel. Manamorphose are mana fixers themselves. When you fetch for red, fire a manamorphose, cycle it and then play another spell is hardly believable you are not able to correctly fix colors for spells. 7 red lands(5+2) are enough for those 5 spells especially because they are not the only mana fonts: Petal, Lotus & Ruby run the total number up to 10.
None of which fixes the problem of having a gap between the red/blue and black sides of the deck. You run Duress, strongly indicating your first fetchland wants to find Underground Sea. This cuts your odds of seeing the timely red source nearly in half. Since your business count is severely reduced, your odds of being able to play aggressively with the first fetchland into Volcanic into Manamorphose and reliably chain into a turn 1/2 kill are much lower than other combo decks.
I'm going to repeat me another time but if you choose to play a red/blue land and manamorphose, your subsequent non red spells are fixed by manamorphose itself. ...or are you going to fear Manamorphose being countered? I hope not!

If you play a Volcanic into Manamorphose and
don't win that turn, you are in a tricky spot. If your goal is in fact to win the turn you cast Manamorphose, running a bunch of extra control and dead-mana cantrips instead of business or actual accelerants makes zero sense.
@About my work.
Start thinking about me as one of the co.worker behind any modern TPS list, so, while you are referring to them such as a good player, I can refer to them such as "innovator" ( if not creator ): I'm perfectly aware about real game problem of any played TPS list. Troubles with CotV@1 against TPS build are common such as the ones against any other speedy.all.in.stewe.storm.com bo. The difference is that both Bombastic or TPS has tools to escape from deadly situations while speedy.all.in.storm combo deck can only topdeck or scoop&shuffle into another first turn kill.
Considering the other storm decks have seen viable results and TPS hasn't, I question whether the argument holds any weight whatsoever. I consider 'modern TPS' an oxymoron. Drain Tendrils does the slower combo route better, and considering that hasn't seen results except for the same 1 guy who always plays it, I have no idea why this would be better.
@About Bombastic & common hate.
Bombastic as enough lands (13/15 vs. 11 ) and maindeck answers ( HRecall/Rebuild/Repeals ) to artifact hate since game 1, I can consider this matchup a tie.
Post side you can switch for additional lands and answers in order to even rise this matchup winning rate.
I can opt to ad Painters combo as well, if I'm not going to fear opponent's Rods addition
All of which violates one of the cardinal principles of competitive Magic: there is no wrong threat, only a wrong answer. Sacrificing speed for answers does not necessarily improve your matchups. It might slightly help the Shop matchup, but every turn you sacrifice makes your control matchup exponentially worse. Anything with Drains or Duresses will take that extra time window and murder you.
@About Painters Kill
I fail to see WHEN Painters is inadequate as kill condition WITHUOT Blasts. I'm not going to use Painters as useful tools to powerup Blasts effects. I'm going to play this 2 combo cards AGAINST ANY DECK that can suffer being milled and that is going to add Storm hate instead of 2.cards.combo.hate. The best comparison I can do is talking about the use of TinkerforDSC AND StormSpells. The latter are primarily kill while the first one come out when some hate have to be circumvented with a single shot. I'm going to add Painters&Grindstones when I realize killing opponents without chaining spells would become safer than storming up to 10.
You seem to have some rather confusing ideas about so-called 'storm hate.' I'm missing the part where Painter/Stone is immune to Chalice, Sphere of Resistance, Thoughtseize, counters, Jester's Cap, Meddling Mage, Trinisphere, Null Rod, Platinum Angel, or Extirpate. The only thing I can think of that you want Painter/Stone against is graveyard hate which is mediocre against you anyways and shouldn't be brought in and Arcane Lab which is narrow and actually does hurt the combo anyways.
Furthermore, your deck is designed with a combo engine, not a control or draw engine. 4 Force and 3 Duress is not enough to keep you alive very long, and you lack a dedicated draw structure to guarantee finding both combo pieces.
Compare this to TK's recent PitchLong sideboard which included Negators, Dark Confidants, and Hymn to Tourachs, each of which was independently good, synergized well with the maindeck Rituals, and was capable of being individually boarded in in various situations.
@About the lack of Blasts.
Of course, I could have played with some of them in side. At now I fail to see their own addition would have played a safer role for this deck. Painters combo killed Ichorid, non counterspells decks, aggro decks, artifact decks. Against control, aggrocontrol & oath I found myself pleased by killing them with storm mechanic. Why adding lands, bouncers and nothing more to sideboard? My worst matchups, in the end are the ones that completely lock me down. Artifact.dec usually do that so I concentrate on them. ETruth are general porpouse bouncers, for Oath or other decks with a few key .on.board. spells. Lands are the perfect compendium to add or switch for a better manabase and a better manabase is the first step to achieve in order to survive MW.decs.
You have a goldfish that falls after the time Mana Drain comes online. If you're not worried about that, you're going to get crushed. Devoting your entire sideboard to one match which really shouldn't be your worst is suicide. You're going to get savaged by Drain+Duress setups and Ichorid will race you.
@About "being unable to resolve Bargain or Desire"
I considered this line a little joke, don't you?

No. I'm pointing out a glaring flaw.
Any deck with Rituals, ManaFixers and fully accelerations can resolve those two overcosted bombs with a correct planning and reasoning.
That's like saying Control Slaver can hardcast Sundering Titan and Darksteel Colossus with 'correct planning and reasoning.' Just because it is mathematically possible doesn't necessarily make it statistically likely nor reasonable.
27 mana fonts are enough to resolve both of them.
The number of blanket mana sources you play is highly irrelevant. Only your acceleration. You play 10 artifact mana plus 4 Rituals. Your average Long list has that plus 2-3 Cabal Rituals and possibly even several Simian Spirit Guides. Unless you're counting on dropping 2-3 lands minimum before casting them, your odds of being able to generate that much mana in the first couple turns is a lot lower than other combo decks.
It was enough in the past with full set of Brainstorms as well as now wit Repeals/Manamorphose/OtherFixers.
The power of Brainstorm was its ability to find additional accelerants. Repeal is a tempo black hole towards casting either and Manamorphose only breaks even. Manamorphose off a Volcanic Island also presents a choke point in your mana development that an intelligent player will use their counter on and cripple you by stranding your black bombs in hand.