To be fair, a Dwarf deck that uses Recruiter + Charbelcher probably doesn't need to throw in 'filler' Dwarves to obtain 20 Dwarves for Belcher, since Mountains give Goblin Charbelcher 2x the damages. I guess if you fear basic Plains that bad you might want to run like 1 Plains and X Sacred Foundry instead? But yeah, I don't reckon Crib Swap is as necessary as it seems. Could probably toss the Tombs/Cities for red rituals; as long as we're playing lots of Dwarves they may as well jump out of our hand real fast.
Besides, the best Dwarf is clearly Chameleon Colossus.

There are more fairly costed Green Changelings than white, even if Crib Swap is removal, at least Colossus can beast and is sort of a bad combo with Dwarven Bloodboiler. Play CC, tap some Dwarves to give him +6, swing for 20?

Can I frown more?
Meh, yes you can make a boring WRG belcher combo deck by the use of tutors and the recruiter and do what goblins cant do anymore, yay for goblin recruiter being banned in legacy. I was thinking for the pure aggro plan, that with extra combat steps the dwarfs would be able hit hard enough to put the pressure on most decks given the low curve of the deck. Vial even may have use here as well. Looking into equipment option, the swords stand out as a massive boost for this tribe, there is even huge synergy for sword of feast/famine and Aggravated Assault; nigh infinte combat steps provided i have the

mana to tap. the other swords fire/ice, light and shadow are very synergistic for the aggro plan.
Now is not the time for Dwarves. They will eventually get some tribal support, but they don't have it now. There's nothing dwarves do that other tribes cannot do better. Tis the way it is.
That said, if you want to maximize a deck with Dwarves just so you can say you did it, the list you posted is not even competitive enough to be fun. You said you were aiming for Legacy, not Vintage, so you need game against: Zoo, Merfolk, Storm (ANT, High Tide, etc), Belcher, Reanimator, RUG, Elf combo, Goblins, SnT combo, and various other decks. Lots of diversity, but really this all breaks down to:
(1) Having a way to stop someone from casting 1,000 cards in a single turn;
(2) Having a way to deal with decks using faster, bigger aggro;
(3) Yard hate;
(4) Having a way to get past a control deck with lots of permission;
(5) Having a plan to disrupt a deck trying to cheat Emrakul or Progenitus into play;
(6) Having the ability to deal with all kinds of permanents.
They do have the support, not directly through the tribe though. I chose those creatures because they gave me the best ablities, for dwarves, for their cost. Your list does show me a glimpse into the potental of what the dwarven war machine can offer. I think we can take it even further.