My
Kefnet deck plays in a voltron control style, although it's more akin to Delver aggro-control than to Draw-Go; it's about landing a threat and protecting it while murdering people. Since you're basing the deck on Caw Blade, I'm guessing you're going for more of the latter?
Depending on which playstyle you're angling towards changes how to assess the deck, but a few things that jump out at me regardless,
Draw: You have about 6 effects that draw you cards and most of those only draw you one card a turn cycle. If you're going for Draw-Go against 3 opponents, I'm worried you'll run out of gas very quickly.
Equipment: I think a few extra pieces wouldn't go astray here. As others have recommended,
Fireshrieker and
Shadowspear are excellent pieces; I'd 100% add
Commander's Plate to the list. Conversely,
Masterwork of Ingenuity seems like an easy cut; none of your non-Legendary equipment provides extra benefit by being doubled-up, so putting in a piece of equipment that is powerful on it's own will likely serve you better.
Protection: All well and good, but there is a LOT of it in this deck; remember that counterspells also protect your board. I'd consider putting in
Lightning Greaves and
Swiftfoot Boots over
Giver of Runes and
Mother of Runes, since they can provide static protection the turn they come into play and also give haste.
Turns: Harder to assess here, since my deck plays differently, but would more ramp, or card draw, or equipment work better here? My thoughts are that extra turn spells lead to very spiky gameplay and are better served to make it over the line just in time, which seems less important for a Draw-Go style deck.
Just some quick thoughts. Take them with a grain of salt, since you may be after a completely different playstyle than what I get from Kefnet.