Gobolord, I was just going through the OP again (shamelessly looking to see if
my 1st place finish had a link there), and I have to say how impressed I am with the primer. The idea of the 'core' is one that I am really settling on (although I think that 4 Gempalm Incinerators are probably core as well).
In the 'flex' section there's almost room for two different tiers: Cards you almost certainly should play (4 Gempalms, Prospector, Stingscourger, Sharpshooter) and more flexible cards (MWM, Thalia, TSH/Scrapper, Chieftain, Krenko, Tarfire/Bolt etc).
However, this bit I have a quibble with:
I think that the consensus number of Caverns is 4. And the most common splash colour is white, or white-green.
And I'm not sure that it's fair to categorise Oblivion Ring as a 'bad' card, since while it does less vs Show and Tell than Angel of Despair and CitR do, it's more flexible since it can be used as enchantment removal vs Energy Field and Moat as well.
And most of the 'to be tested' section could probably be moved to the 'bad cardchoices' section.... :) (except for maybe Rakdos Charm, Frogtosser bannaret, Pendelhaven and the not-there-right-now Karakas).
Is it worth talking about the two different strategic roles goblins can occupy? i.e. As a midrange deck feasting on aggro decks (where removal spells are great in the flex slots) and as a tempo (or aggro-control) deck using Ports and Thalias to disrupt the opponent while basically any crappy little goblin will do as a win condition. That would explain to me some of the crosstalk that there's been about removal spells vs Thalia/ports, when the two camps are trying to optimise two different builds that feast on different parts of the metagame. Does that make sense?