I agree with AMP. For the most part you want to stick with a single strategy and this deck seems a bit scattered (although it doesn't look bad, just needs some fine-tuning). Here's a couple changes I would make (using some ideas from AMP as well):
-2
Switcheroo, +2
Elvish Visionary (Lowers the curve. Visionary is never dead, although if you wanted to focus even more on ramping you could go 4 Pioneers here instead of Visionaries.)
-1
Nessian Asp, +1
Arbor Colossus (Colossus is just so much better in every way than Asp, even with the extra
.)
-1
Elvish Pioneer, -3
Ior Ruin Expedition, +4
Think Twice (Think Twice is better than Expedition for a couple reasons imo. One it is an instant and you can hold it along with a counter, whether you have a counter or not, and use it at the end step for a draw. On top of that it is an immediate draw. Especially if you need a land, Ior is just sitting there doing nothing while Think Twice is drawing you that much closer to what you need immediately. As I mentioned earlier, I'd ditch the Pioneers for Visionaries. Go one way or the other.)
-2
Jade Mage, +1
Young Wolf, +1
Reclamation Sage (You could just go +2 Wolf and stick with 1 Sage, I would run 2 though).
-1
Forest, +1
Simic Guildgate (I don't see any reason not to run all 4 gates in a higher curve build like this, especially if you cut Pioneer).
-1
Cultivate, +1
Inspiration (I think 3 of each here is nice. 4 Cultiivate is a bit too much imo and draw is never a bad thing. With all the draw and 3 Cultivates you will still be ramping really well.)
-1
Kraken of the Straits, +1
Pelakka Wurm (I just think for the same price the Wurm is a better option. I'm not dissing the Kraken, but with 1 more power/toughness and Trample the Wurm will be getting through plenty of damage, or destroying armies of blockers. On top of that you get the 7 lifegain and the card draw if/when it dies.)
That would be my suggestions, I may be off point somewhere but I think that looks good. Welcome aboard!