You really want to hit that second land drop which is why I recommend to always use Arcane Denial to draw on turn 1 if you are missing land drop #2.
At that point you should have your starting 7, +3 off Denial and another for your turn 2 draw. That puts you 11 cards deep into a deck with 14 blue sources so you will usually have your second land drop, but I could see upping the land count to 13 from 12. I could definitely see adding an Island to the board for matchups where you face mana denial.
Spell Snare is pretty good in the board and I have been testing it. Here is a question I have been pondering. If you are playing B/U/G Fish and you Spellsnare Bob on turn 1, but he follows with Rod on turn 2, would you have been better off letting Bob resolve and countering the Rod? I was frequently forced to do this when I had Annul since Annuling Bob was not an option. I then swapped out Annul for Spellsnare and found that Rod was more likely to resolve for the above reason. If we are better off saving Spellsnare to counter Rod then we are probably better off with Annul since it can also counter Trinisphere and that most annoying Mystic Remora. If countering Bob is the right play then perhaps Spellsnare is better. I am still not sure that Explosives is not the best answer. It does nothing to Rod, but it answers Remora and Resistors so well that it is hard not to use it.
In either case, the card that worried me most with Fish in general is Stifle since getting rid of 3 draws for

is so good. Against decks with more dedicated mana denial I have not been struggling that much. Although there are games where turn 1 Trini or Resistor just crush me, there are other games where I either have turn 1 Force or Denial into it and then follow up with a quick Tinker or Warrens for the win.