Looked through all the new commanders and found some new ones I liked.
My group has been complaining a bit about the lands being a bit slow so I decided to overhaul it massively. The most basic change was swapping the Vivids for the new Gates that are essentially another set of Thriving lands since I don't like keeping a dice on lands. Other than that, decided to make a massive change in the duals for each color combination. Every dual is out besides the pain lands, being replaced by each color pair's fetch, shock, tango (BFZ land with types) and bicycle (AKM cycling with types). This should make mana bases a bit better and a touch faster. Notably the enemy color pairs do not have official tango or bicycle lands, so I made custom cards that complete the cycles. The gainlands and guildgates in those colors are what I'm using as standins.
After a good 6 drafts or so and plenty of feedback, I have finally gotten around to making some swaps. I changed four of the commanders around, seeking to get rid of those that were too generically good for some new spicy ones, then went through all the sets that have come out since Kaldheim and found some interesting tech. Black definitely got the biggest changes, with two major players for spells, Professor Onyx and Sedgemoor Witch, as well as some new tools across the archetypes. Some cuts were the result of the card being broken, most notably Sylvan Primordial, who only had to be played on turn 4 once to get it on the list, and Canal Dredger, that gave too much free draft advantage. Hopefully I'll see some of the new commanders in action and the MH2 cards won't just steamroll everything, as is precedent at this point.