"Keyword Tribal", like conventional subtype tribal, has the issue of running into unintended interactions from cases not thought about too closely, and can run into issues of there not actually being enough support in the colors chosen, or too much accidental support for side effects. More specifically:
Bloodbraid Elf,
Craterhoof Behemoth,
Briarpack Alpha,
Shambleshark, and
Pestermite are a few to demonstrate some issues. There's a
lot of Haste cards that go off the rails with Flash, turning into absurdly efficient defensive tools (every Lighting creature), and the reverse with existing Flash creatures-with-ETB turning into much larger aggressive swings because of how you can stack them. Storm properties become far more of an issue when you allow
Haste creatures to contribute to a blocking Shambleshark or a reactive
Grapeshot, and Blue has a
lot of controlling Flash effects that turn into rather large aggressive swings for their mana cost.
Rather than necessarily being balls-in aggression, there's a lot to do with a hypercontrol "break your fist on my face" deck built around this, particularly as there's no increased cost, so you just get all that efficient Red Haste as blockers whenever you need it, Green ramp to fund everything and Blue for actual control.
Wilderness Reclamation,
Nature's Will and
Awakening are three of the biggest offenders for anything that gives mass Flash and allows Green, and Nature's Will in particular turns it into a prison deck by shutting off enemy mana with
astonishing amounts of creature spam on tap. Which Red has a number of tools for, including
Ground Rift,
Gruul Charm and
Falter, cards that synergise well with Blue on-hit effects, including the offered card draw.
The big thing is that you're making two
high value keywords equivalent to eachother. Haste and Flash are almost never on
overall good statlines, because of how dangerous they are to put there. If it were paying
for Haste and
for Flash, it'd be far less a problem, as it isn't
automatic. Could be two mana per, which is where a lot of the Haste-granting lives, but in general it takes a lot of efficient attackers in Red and turns them into flashed-in defenders.
Issadrin, Webmother
The main things that concern me about this are that it comes online relatively late and wants a deck that doesn't fit those colors well, in the sense that it wants the
deck to have a lot of creatures with Flying printed on them. To the effect of a far more restrictive
Spider Spawning at the end of each of
your turns when you get it out and a costly (due to color needs) buff effect that lowers your token rate, provided it isn't blown up to keep your probably-Dredge-and-Surveil-accelerated deck from properly going off.
The token generation essentially requires more Flying creatures than the colors can expect to support while still being efficient, and you have to be in a position to still be able to win when you first hit six mana. In Green, this isn't
that bad, but when you have to go for a highly off-color deck setup to do it, it starts to become an issue. Additionally, there really isn't anything on the card that reads as Blue, making a sizable portion of its color identity look to be entirely about getting access to fueling its own ability off of Surveil and cheap Blue flyers.
Rather than sticking to the Sultai-color pattern of graveyard-packing acceleration and card selection, I'd go for a slower, more control-oriented take on the mix. Have the token generation be "Whenever a flying creature enters the graveyard, put a 1/2 green Spider creature token with Reach", which makes room for adding a third ability to justify the Blue in the color identity with a tapdown effect of some description while still feeding off of Dredge and such, yet in a fashion that
doesn't care about graveyard-clearing hate and desires the removal of Black and (since it's Flyers) Green.
Zadal, Palace Escort
The thing you mentioned about not being yet another +1/+1 Abzan Commander is the problem. These are the three colors with the most ability to deal with the downside of Persist, meaning it turns into not merely a highly aggressive deck that relentlessly attacks, but a highly aggressive deck that can repeatedly throw away many of its own creatures without them basically ever
staying dead, including a lot of rather large Angels of considerable power.
Everything that gives +1/+1 counters resets Persist.
Kazandu Blademaster's a noteworthy outlier for being an infinite sac outlet, alongside
Steadfast Sentry.
Daghatar the Adamant, the very sort of Commander you were wanting to avoid, turns into a farce for getting new counters on ETB, countering the Persist downside directly and being able to hand out more of them. Any way of getting Persist onto something that'll get a +1/+1 counter becomes infinite sacrifices, with access to Black outlets, including using
Anafenza, Kin-Tree Spirit if the Persisting creature is your lowest Toughness, and if you're getting Vigilance as a static property on the Bolster ETBs, then the same thing happens. Alongside the mono-green Graft. And literally every other innate +1/+1 counter creature, like Fabricate.
The basic
premise of this one is flawed because of how many ways it turns into riskless mass attacks without ending, ceaseless blocking of arbitrarily large monsters, and infinite Aristocrat triggers. In this case, Undying is the far better option because it
shuts off once there's +1/+1 counters, making it so that a large part of the value of the Commander stops being there with the usual Abzan strategy, making it so you'll accept Proliferate and extra counters if they're side benefits, but you'll want to instead focus on the ETB and death value to maximize your Commander's output. Much harder to continuously remove your own +1/+1 counters to sustain Undying than to continuously provide them to sustain Persist.
Doman, Raid Captain
The thing here is that it isn't how Mardu actually tends to work, because Mardu's
wide aggression, making the Exalted function very awkward. Much like Issadrin, its best use is a complicated-to-achieve balance of a few different mechanics, though they're far more able to synergise. Getting a wide board of Menace has a few different methods, after all, and attaching your pile of equipment to an Artifact Creature isn't that much of a stretch.
Primarily, it's a Voltron commander, but enough otherwise-useful cards with the keywords, such as
Cabal Therapist and
Nim Deathmantle, exist to have times where you can easily go wide. Cards like
Profane Command and
Angrath, Captain of Chaos give access to the ability to give the keywords to a large number of creatures, enabling a wide assault against multiple players. Including White means that cards like
Giver of Runes and
Emerge Unscathed allow for giving the relevant protection to become unblockable to all other than Artifacts.
Granted, for what it's
intended to do (all to face, all the time, with far less ability to stop it),
Iroas, God of Victory does more by granting one of the keywords to a wide board at the same CMC. Unless it's supposed to be Voltron, in which case this is competing with
Zur, the Enchanter's Aura shenanigans and access to going full Prison. Overall, seems to have the least problems, but isn't
entirely coherent, because Exalted is at odds with being Mardu, unless you pile on the Voltron.
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As for a keyword-tribal Jeskai commander, copy abilities like Myriad and Artifact abilities like Fabricate (and Modular and equipment and Improvise and so on), as well as differing flavors of spell-manipulation that amount to "the spells that exist in-color" (mainly Replicate and Strive, though somehow sticking Overload on
Oblivion Ring would be
hillarious).
Arguments for Unearth are oddly workable, as revival mechanics
are meant to be secondary in White, and flicker effects (which bypass the Unearth exile-on-exit) are in Blue and White. Especially for Phoenixes, which are the main source of Red's continued expression of revival as a secondary mechanic.