You can't give a set number. You have to factor in the composition of the meta, the speed, reach and curve of your deck. Other non spell based interaction e.g. planeswalkers. I piloted Jund Monsters through Theros block and main decked 7, but if I was playing midrange in current standard I'd look at 8 or 9.
For Duels I think 8-9 is also a good number, but again it's what fits the deck. I'm running a midrange variant of Mardu Vehicles running 3 Push 3 Unlicensed and 2 Harnessed and that works nicely.
Yeah, That's my usual breakdown too, except I run 3/3/3.
Do you find that with this kind of split you can easily be stonewalled, e.g. if opponent plays a 5/5 Woodland Wanderer or a Kalitas threatening to untap with a hand full of removal and you haven't drawn Unlicensed Disintegration? Or do you just husband your premium removal like crazy and do not use them if you don't have to just to answer cards like these? Even though that would mean giving up attack steps while holding the removal spell?
4-6 interactive spells in pure linear aggro is daring too in my experience, e.g. you go first with the mono white weenie deck in the OP and game plays out like this:
T1:
You: Land, Expedition Envoy, go.
Opponent: Land, go.
T2:
You: Land, Town Gossipmonger, Thraben Inspector, attack for 2, go.
Opponent: Land, go.
T3:
You: Land, Always Watching, attack for 7, go.
Opponent: Land, Thalia, Heretic Cathar, go.
T4:
You: Can't attack ...
Opponent: Land, Gideon AoZ, go.
Either way sounds like dangerous business, even on the play against an opponent that didn't interact on turns one and two.