Here are some things to ask yourself:
1) Do you really need 24 land in a deck with only four spells above three mana?
2) Why are you running Shock when your deck is designed to block little dudes all day? Have you thought about swapping them out for Voyage's End so you can bounce and counter big guys that slip through your counterspells?
3) Do you really need to spend six slots on the Cloudshift/Gods Willing protection plan? That seems like a lot and I'm not certain you need it at all. Negate would be fine protection and it has extra utility because it can counter stuff like Triplicate Spirits.
4) I'm not sure I like Banisher Priest here, since you're playing Anger of the Gods.
1) I wasn't sure either...but three colors with 9 gates? Should I sack four-six basic lands and maybe add the remaining gates? (Thus having 21-23 net).
2) Good point, but I was thinking of tokens that crawl over my walls. Also, they can finish growing creatures like Chasm Skulker...and the ever present mentor of the meek? That dude is a pain. Having just gotten trampled by a Terra Stomper though, I'm thinking bounce too now...
3) Both spells have protected my Vent Sentinels and Banishers in the past, albeit in only three multiplayer trials. With the meta shifting a bit towards removal of weenies, I'm a little partial there, but I think I'll need to experiment more.
4) He was there for the biggies, especially with trample, but your bounce sounds better...
So possible revisions might be:
-3 Banisher Priests
-2 lands (perhaps through losing basics and adding gates)
-2 shock
+4 vapor snag
+2 voyages end
+1 of...uh...the unsummon sorcery that works on enchantments...just forgot the name...