I'm kind of curious as to what @Brass-Man 's looks like. It seems definitely doable, although some things (obviously Dredge) seem undraftable.
I just typed out and erased an analysis of a few pillar deck archetypes and their draftability, quickly realizing that that's not a good way to go about this at all.
Honing in on vintage strategies seems best. For instance, Oath of Druids seems like a really fun archetype to draft, and has the ability to share a few cards with a Tezz/Tinker deck, providing there are a few large artifact creatures one would want to cheat into play in the cube, but jamming an Oath list into a cube seems really dull. Likewise for Mentor, Shops, etc. I'd like the core goals and cards of the archetypes to be attainable through drafting, but not replicating them card-for-card.
I'm currently making a table of interactions in vintage, seeing how much crossover there is and how useful they would be to draft. For example, an interaction/win con that would be horrible for cube is Dark Depths/Thespian stage... The cards are useless otherwise and need each other. So that's out. An example of what would be "in" would be Time Vault, you have Tezz and Key (as well as Aphetto Alchemist depending on the size of the cube), and Tezz is good on his own, Key has a use other than to untap Vault if you decide to pick it without Vault.
Focusing on interactions and not colors/types leads me to think I should have a special rule regarding dual lands. "Maximum of 4, you get to choose" obviously favors two-color decks, "Duals are legendary" obviously favors multicolor decks... Will have to feel that one out.