We both know how the workshop matchups go. I have recently been going to a more mana heavy list to help. Time Walk is really not that great in the deck. I would add the 3rd Flusterstorm or if you want mana, Mox Emerald.
How many heavy have you gotten? I wouldn't be too thrilled with another Mox, if anything I'd run another fetchland or basic, since I rarely find value in colorless mana. This is even truer since I'd be cutting a colorless mana sink to play it.
I like time walk in doomsday, but sometimes it is just explore. However, might I suggest Necropotence in its place if you don't like it? since you have the rituals you can use it unlike some gush doomsday decks without rituals.
As nice as Necropotence is, it creates a huge lack of synergy, and basically pigeonholes me into the Tendrils plan if it resolves. Due to this deck being a Doomsday deck first and a storm deck second, I'd rather avoid being pushed into Plan B by a card I've decided to include.
Bargain/Necro is a nombo with Lab Maniac.
Time Walk is generally worse than any other spell you could play. You might want another cheap instant speed draw spell, but once DD fires you should be fine there. Flusterstorm makes sense. The miser's Misdirection could be solid as well. Where do you feel you need the most help?
Card selection is certainly my biggest downfall, which is why I opt for Ponder in my build. I'm very tempted to start dipping into the likes of Sleight of Hand and Serum Visions, or perhaps into nonsense such as Predict.
Although I ran Time Walk in my original list I played at the Waterbury, I cut it in the last build I played in tournament, when I won the Meandeck Open in March, 2012:
http://www.morphling.de/top8decks.php?id=1577&highlight=1#place1I cut it for the reasons you said. The main reason I had kept it, aside from situationally Time Walking with Xantid Swarm/Trygon, is that it's good with Gush. You can play turn two Time Walk, and accelerate to your third turn and Gush for value. Also, you can use Time Walk post a regular Gush to redeploy a second land. I probably wouldn't play Time Walk in the deck, and I have extremely high regard for Time Walk.
I'm really happy that you've decided to state all the ways that it's awesome, and then punctuate it with how it's cuttable. That is the same problem that I've been running into, where I know why it's in the deck, but those situations just never seem to come up. This weekend will decide how I feel without it in my deck.
Might I suggest Frantic Search?
You may, but I'll decline. Three lands is a lot in a Gush deck.
There's no argument here that Time Walk hasn't ever been the best card in the deck, and often it's been very lack luster, but I have been reluctant to cut it for two main reasons.
1. Is its synergy with Gush as Steve said. Being able to have Gush act as a draw two with almost no down side because of the additional land drop is very useful.
2. It's role in DD piles is unique. No other card can do everything it does when you need it to simultaneously like dodge misstep, draw a single card, add mana (assuming you're tapped down), protect against Jace, etc.
2a. There is also the somewhat relevant, although niche, unique affect of being the only draw spell that you can use to enter a DD pile that you can before you give away the information that you are casting DD. Again, not that big of deal, but worth noting, I think.
It's true, having a draw spell that you play before Doomsday to get into your pile is unique. I'm just not sure it's unique enough to warrant inclusion at this stage. I just find myself cycling with it far too often. Once again, hopefully this weekend I'll see if I miss it.