I've played the deck enough to get a feel for it, but honestly not enough to feel comfortable suggesting big changes. I'm also curious about a list that cuts accelerants and the Tezzeret package for consistency-driving cards like Preordian, and a totally different list that runs even more Tezzeret and Monolith for increased redundancy ... but I haven't played any of these variants, they're just things I'm curious about. I wouldn't feel comfortable saying they're the right choice moving forward.
When I mentioned intangibles, I meant things other than match-win % that might convince someone to play a deck. Outcome is a lot newer than Ritual-based strategies, which makes it sexier and "less boring" for some players. It's relatively straightforward to play which might make it look/feel stronger than a tricky deck depending on the pilot you're watching. It also makes very big plays. When it wins, it's not uncommon for a player to draw their entire deck, Mind's Desire for 20+ cards, or Tendrils for triple digits. Overkills with Paradoxical Outcome are more common than with other decks, which is impressive. Even if the deck had less total wins, the wins it has FEEL big, they stand out in your memory more than a strained 9-storm-tendrils - which means unless you're taking good notes, it's easy for your memory of playtesting/tournament results bias in favor of the deck.
I'd love to hear a counter-opinion from someone who has played the deck more than I have