I get that you based the deck around Arc-Slogger and Trinisphere so you are quite attached to these cards but they no longer work. I know I'm straying away from your build quite a bit by proposing mine and but if you really want a high "Oops, I win" percentage, I think the new 1-Land Charbelcher is the deck for you. They have neither card advantage (I'm not counting cantrips here) nor deck manipulation but they have 60% chance of winning turn 1. That is fairly consistant if you ask me and their "Oops, I win" percentage is way higher and imposing that Dragon Stompy's. Therefore I will not base my strategy on this factor.
If you don't read my post, you should at least read this section
Let's talk about the lack of card manipulation, card advantage and consistancy first since that is the most important point and crucial difference between my pile of red threats and mild disruption versus your prison deck. If you want to refer to my list, it is a few posts back. If you will notice in my list, I am currently pack 24 creatures, 18 spells and 18 lands. I find that this distribution is better because it allows the deck to play aggressively. I agree that there is no card manipulation in this deck, therefore the best I can do is to manipulate it by building it a certain way. I avoid playing cards like Seething Song because they might clog my hand later on and also is not threatening by itself, neither is Jitte. But I find that acceleration is necessary, so I replaced Seething Song with Lotus Petal (because it doesn't clog up my hand) and Jitte with more threats. The deck focuses on this aggressive strategy and moves disruption to the passenger seat being able to draw creatures pretty much no matter how you mull. Therefore you can be aggressive throughout the game, consistancy. The deck also has no actual card advantage but it does provide a virtual card advantage and that is what the deck has to take advantage of. It is also the reason why I value Chalice of the Void so much. Chalice of the Void creates virtual card advantage by nullifying your opponent's carrds of that converted mana cost exactly the same way Counterbalance does. In this aspect, your opponent's fastest hand, cheap removal and ways to manipulate their cards and deck are all dead. Dragon Stompy takes advantage of this by not having anything in that range.
Trinisphere, I've already explained is useless unless against combo and I guess Zoo. Against control decks they are completely dead and against other aggro decks like Goblins, Fish, Rock, Trinisphere is also useless. When you mull, there is only 4x cards that are relevant in these match ups and that is Chalice of the Void. That is probably the scariest thing you'll drop to them.
Arc-Slogger IS a big deal when it sits in your hand. I HATE pitching it to Chrome Mox because you are almost always 1 short from casting it, so you are tempted to wait for the mana source, but then it never comes. When you finally decide to pitch it, you'll end up drawing a Mountain. Pitch it to Gathan Raider? Sorry, I think that's horrible. Dragon Stompy already runs such a low creature count compared to most aggressive decks and doesn't nearly control as well as a pure control deck. I don't consider pitching another creature an option until I am forced to. In my new Dragon Stompy build, I try to even keep my Simian Spirit Guides so I can smash for 2. It is THAT important to keep your creatures.
Arc-Slogger takes up your entire Seething Song which dawns on me that that is what your explosiveness is about. If you use it on two lock pieces, you might never drop Arc-Slogger. If you use it on Arc-Slogger, he might go farming. What will you do? Simple, cut it from the deck. I admit, his presence is immense and game turning, but with a heavier creature base, I hardly miss him at all. It feels like a big weight has been lifted from my hands (pun intended).
Your match ups against Goblins is probably pretty good since you just need to drop Arc-Slogger or Jitte to fight them, but I mean, modern Goblins have ways to fight that now. As a Goblin player, creatures really aren't that scary so Arc-Slogger will probably be in your hand after you spent your entire turn trying to Seething Song and powering him out. Your Jitte is quite scary, but I know you are playing Dragon Stompy, so you have almost no creatures compared to Goblins, so we'd just swarm you and remove anything you drop so there is nothing for you to equip.
I've never tried Ratchet Bomb against Fish, so I have no comment here, but I do have a commentary about your back up plan: "one super-aggressive burst." How aggressive can Dragon Stompy be in a field where Emrakuls come down turn 1, 8-18 Goblin Tokens come down turn 1, Iona comes down turn 1, Progentius comes down turn 3. Your strongest play I can possibly see is maybe: Seething Song, Seething Song into Trinisphere and Arc-Slogger, or Seething Song, pitch Simian Spirit Guide into Chalice and Rakdos. I guess Rakdos is quite scary if you have hellbent. LOL, I just had an idea, why don't you guys play LED to pump your Rakdos or shoot with Arc-Slogger...
Sorry, I do not see. He did not give a coherent argument in defending why cheap fat creatures backed by light disruption is insufficient. He simply stated and restated it that as apparent fact. I see where you guys might think that card advantage is a factor but as I already explained, it is not.
I do not understand what "1 for 1 you to death" means. Does that mean they can remove your creatures 1 for 1 because I thought Chalice stops that and Thorn slows all of the stronger stuff down.
Please elaborate on killer cards in Legacy. Did you mean Tendrils of Agony, Tarmogoyf, Jace2, Vengevine, Progenitus, Knight of the Reliquary, what?
I really like your analogy.

