Standstill is never dead. Yes, you need to be ahead, but saying it's "dead in any match that has a good turn one play" means that you are never expecting to get ahead on board, which is completely ridiculous. I would say if you went turn 1 Aether Vial and they went turn 1 Delver of Secrets, you are ahead, and that's the best turn 1 play in the format. I would much rather have Standstill in that situation than Chalice of the Void and Cavern of Souls. It also shows a pretty simplistic understanding of how to beat a deck, and suggests to me that you'd rather have a silver bullet to beat all of your opponents rather than actually play Magic against them. Which is fine, but if that's the case then I don't know why you'd choose to play a deck that has traditionally been very interactive. The only deck that I've found Standstill to be literally dead against is Dredge, and that is because they can beat you without having to ever cast a spell, so it definitely gets sideboard out there.
As for Delver decks, if you ever get ahead on cards you will win. Hence, Standstill. If you can counter their Delver of Secrets then there is no way that they can race you once you start vomiting guys onto the board. Tarmogoyf and Stoneforge Mystic from a deck with Islands are some of the things I fear the least, because it means that they spent a turn (or in SFM's case, two turns) doing something that doesn't interact with my guys. Still worthy of a FOW in certain situations, but not always a must-counter.
The other biggest thing that Standstill does for me is it greatly decreases the cost of Force of Will. It means we don't have to board out Force of Will in all of the fair matchups like a Delver deck would, because we don't care about the card disadvantage nearly as much as we have a way to recoup it. That is a huge advantage in Delver matchups or against any blue decks that feel like they can cut their FOW (had a Miracles player ask me afterwards if he was right to do that) because it gives us the perfect tempo card that absolutely answers anything they can do, and they have voluntarily cut theirs.
Saying that Hatch built his Merfolk deck to beat Miracles is like saying that I tuned my Belcher deck to beat Goblins. I can assure you, if you want to beat Miracles, Standstill and Aether Vial go a long, long way. When I watched Hatch play his first round matchup, he lost the game when he actually featured a string of man lands. The games he won, Josh kept speculative hands and didn't get there and Greg took advantage of it by beating him quickly before he could recover. He played no cards aside from Tidal Warrior that I did not play in the two games that he won. Standstill is the card that lets you win the long game since Miracles is a curious control deck in that it doesn't actually have any real card advantage cards. You can take advantage of that with man lands or with Aether Vial, but Vial is going to be better since you have ~20 creatures in your deck, as opposed to 8 man lands at most. I actually think Hatch's deck would have been many orders of magnitude better if he had simply fit in Aether Vial, since it means he could have had both Vial and a lot of man lands to really make Standstill a beating. But ask anyone, Hatch included, and they will tell you that Greg Hatch is the best at going deep. Which is helpful when looking for new or forgotten tech, but not helpful when trying to pick a "standard" deck.
I will tell you right now, if you battle against a superior combo player, simply having counterspells in your hand, no matter how many, will not always let you get there. It is a positive matchup against poor players, but against a good combo player it is even to unfavorable. If you face it three or four times in a day you will lose twice, and that's at least once too many. Chalice of the Void certainly helps, but it does very little against Show and Tell-based combo decks. At least Ethersworn Canonist blanks all of their defensive counterspells. I won the two combo matchups that I did due to having a white splash, and I lost to Belcher because I did not see any Force of Will over two opening hands and a mulligan. Which likely means I misplayed, but I thought he would slow down a little post-board and give me time to cast Canonist. That was the only match all day that I wished the Envelop was a Blue Elemental Blast, as I had the Envelop in hand with an open mana but he never cast a Rite of Flame or Seething Song, and BEB on Manamorphose would have destroyed him. I lost game 1 and won games 2 and 3 half of my rounds. You can take issue with my main deck, but I can assure you that my sideboarding won me a lot of my matchups. This is all mitigated by the fact that most combo players are not good at interacting, but you cannot build your deck assuming your opponent is going to misplay because it will leave you vulnerable to a truly good combo player. I say that having played combo virtually my entire Magic career.
Lastly, I'm not sure what use your information about a Modern deck are to this discussion. It's a completely different format and the Merfolk deck in that format is positioned differently and must play a more aggro role due to no Force of Will or Standstill. If it's a format where Master of Waves is a game-breaking play, it is not applicable to this discussion. We can draw inspiration from similar decks in other formats (and similar decks in the same format), but to say "this was a totally important card in some games I played in a Modern tournament" means almost nothing in a format with Deathrite Shaman, Stoneforge Mystic, Sensei's Divining Top, Glimpse of Nature, Dark Ritual, Hymn to Tourach, Golgari Grave-Troll...
Playing this deck as a Zoo deck with counterspells rather than burn is likely a mistake, simply because your creatures are not as good as Zoo's creatures on their own, and making them good involves playing into sweepers. I would much, much rather play this deck like RUG with more creatures and actual card advantage and a strong late game than like Zoo with Dazes.