The Scarab God > Fallen Shinobi - with these Dimir changes, it looks like you're trying to transition into a more creature tempo control ish hybrid. Scarab God is one of the strongest cube cards and I don't think I've lost with him, ever. Fallen Shinboi requires cheap and evasive creatures, preferably with ETB's. You have Looter-I'll Kor, Strix, maybe a couple black 1 drops, but you usually don't play those in UB. I like the card, but I think Scarab God takes the cake any day
Ashiok, Nightmare Muse > Thief of Sanity - huuuuge fan of Thief of Sanity. I feel like some real cheap counterspells are required to keep it alive or Dive Down style cards. Though, even in a late game top deck, it is still good if the board is clear. Ashiok is a fantastic planeswalker though and I'm sad to see it go. I wonder if its power level is there for your cube actually.
Yorion, Sky Nomad > Dream Trawler - another short lived card. I think Dream Trawler defines Azorious. A wicked strong creature, lifegain, finisher, card draw, fat butt, it's got it all. It's a fun card and I think it will perform better than Yorion. If UW Flicker was more represented in the cube, I would sway towards Yorion, but it is not quite there yet.
Shriekmaw > The Eldest Reborn - Shriekmaw fits in so many different decks by being a creature, being 2 cmc OR 5 cmc, fills the graveyard, gets death triggers, reanimatable, etc. Eldest Reborn is basically a midrange/control card only. And at 5 cmc, I'd likely play any other card UNLESS I was play against another midrange or control deck. Shriemkaw's diversity outweighs Eldest Reborns Strength IMO.
Hedron Archive > Crystalline Giant - I like hedron archive over thran dynamo. I also dislike Crystalline Giant in paper, because it will be a nightmare tracking the counters. I never want to play the Giant in paper, unfortunately. One of the cards designed specifically for Arena.
Exclude > Censor - Exclude is bonkers against mid range decks but is very weak against aggro decks. I like censor a lot since it is the kind of card that I think will help UR spells matter more. You already play a ton of powerful counters for control decks, so might as well diversify them for tempo. I will miss exclude though quite a bit.
Izzet Charm > Fire // Ice - This is a really really tough one. Izzet charm has 3 modes vs Fire/Ice's two. Izzet charm is able to support draw discard, removal of 2 toughness creatures and counter early non-creature spells. It is the epitome of spells matters. Fills graveyard, keeps creatures in check and tempos control decks. Fire/Ice, while having two modes, are both mediocre. Fire is good against elves and aggro, Ice is a minor tempo swing against ramp or midrange. I never enjoy casting Ice.
Qasali Pridemage > March of the Multitudes - Pridemage is one of my favorite cards, because I hate main decking disenchant. I could see a Trostani cut instead of Pridemage just because white and green 5 drops are probably all better than Trostani. Pridemage fills an awesome roll of being aggressive, supportive and conditional removal.
Braids, Cabal Minion > Gonti, Lord of Luxury - really straying away from the attrition archetype. Braids gone, Ophiomancer, Smokestack, Mayhem Devil. B/x sacrifice has been severely crippled after these changes. Gonti is an incredible card though and is very deserving of a spot. The only thing is just generic good like a lot of these cards. He doesn't fill a niche or anything. You just jam him in a black deck. Braids is a pillar that decks form around.