1: I'd feared I didn't have enough basic lands to search for, and I was correct. The very first game I played with it went a bit long and I failed to pop a Zektar Shrine Expedition with two harrows in my hand because I only had basic 2 lands left in my deck!
2: The Goblin Bushwhacker has proved himself to be as solid as I'd expected, and I desperately need to acquire a fourth.
3: Rampaging Baloths is really, really great, but not strictly necessary. Not that I'd remove it, but this deck is very aggressive and tends to win before the Baloths come out. Also worth noting that with a second turn Khalani Heart Expedition/third turn Harrow, you start turn 4 with 6 mana meaning you can play baloths and get a landfall trigger to boot.
4: It occurred to me that I can play Gruul Turf and have it bounce itself, allowing me to make at least one landfall every turn. It sucks when you run out of land (and, it's worth noting, it's awesome when you're hoping to top deck a land!).
5: Windrider eel is nice, but I probably won't take more than the two.
6: I still haven't really gotten a great chance to evaluate the Mold Shamblers' worth in constructed, but the ability to destroy a land even if the opponent doesn't have any other targets is nice, particularly in my local casual metagame which features a lot of the Ravnica bounce lands. Killing those is very nasty, since you set the opponent back two mana.
So with all that said, I'm not going to be making a lot of changes to the deck, aside from the mana base. Gruul Turf and Terramorphic Expanse are going to be the only non-basic lands, which will let me up my basic-land count to 16. I think that should be quite a bit better.