I basically built the cube again from scratch after listening to a bunch of podcasts (mainly by Lucky Paper Radio). This seemed easier than trying to find enough individual cuts for the cards I wanted to add whilst also keeping the various densities right.
The first step in this was selecting around 10-12 cards for the core archetypes (mostly the same as before but UB is now artifacts thanks to Brother's War commander cards). This introduced some paraticism which is something I had previously been trying to avoid as much as possible. However, I realised in my test drafts that I kept needing to cut a significant number of cards that could fit in the deck and I felt that some micro-archetypes didn't stand out from the generic macro-archetypes. I then made sure I had desired densities of specific effects (removal, cantrips, etc.) and finally balanced out the curves of each colour. The lands have also got a significant shift for two reasons: I want the cube to be as close to singleton as possible while still functioning; and I don't own all the old border fetchlands so it was more budget friendly to pick up the commander decks.
I will give some brief notes about the specific colour and archetype decisions made.
White weenie was trying to get enough 1 drops to compare with other cubes but the 1 power creatures were not effective for aggro. I have added more WW evasive 2 power creatures for the deck instead. This raises its curve but ultimately should make it more consistent.
The reanimator deck has not changed much other than the reanimate effects being shifted to the 3 to 4 cmc range to slow the deck down. If testing shows this to be a bad move now that the other decks have been improved then it is easy to make some one-for-one changes.
Blue's interaction density has been increased by using more counterspells and tempo spells. The former is to showcase more of blue's identity and the latter allows for tempo decks to be more of a thing (and they play double-duty in the WU flicker deck).
Artifacts is the most notable shift. It used to be in UR which competed with the pingers deck and there wasn't much reward for playing it. The best artifacts were the diamonds which were rarely going to the same player as they fit in all mid-range and control decks. Now artifacts is a mid-range deck that relies more on synergy than ramp.
Zombie spark is a bit closer to aristocrats with more of a mix of sacrifice and discard effects depending on what creatures end up being available in the draft. This archetype mainly uses these effects to have a mid and late game plan at the expense of being slower than pure aggro.
Red has steered away from having XR burn spells which were in the cube to be flexible and finish the game with infinite mana. This decision was made because the Palinchron + sneak attack combo was not consistently in the draft. X board wipe spells like Earthquake have been introduced instead. These can be utilised most effectively by the GR deck since their creatures normally have more toughness so they can cast the wipe with a cost that benefits them.
Multicolour spells have been added to act more as signposts to the colour combination's archetype. This involved intentionally cutting some effects that had similar effects in a single colour (e.g. absorb basically being a counterspell).