Just a few notes..erm, got longer than I thought
*
dryad arbor is very important for the GSZ package
*
finale of devastation is despite being a wanderer whiff way too good of a mana payoff not to run. When you finale ibex for 10 the game ends, making it basically a 1-card wincon.
* Generally I have found the 2 cmc land ramp spells other than
nature's lore to not be that good.
*
growing rites of itlimoc likely is better than
impulse in this deck. I don't play it because I'm focused on cradle.
* Some ramp sources should take priority over explore effects if available (in my opinion) , but the fetches definitely make some of them better.
dockside extortionist particularly with the creature bounce stuff is insane.
*
omnath, locus of rage and
titania, protector of argoth and the full fetch package are something I would look at. In a landfall themed Wanderer deck I would definitely jam fetches if you can, and these two creatures pack so much more punch than stuff like
worldbreaker and
multani, yavimaya's avatar.
Something I see you've got going on that I don't entirely know about, but that is cool, is the
mystic sanctuary package. An issue with it is that your payoff spells are not amazing. If you're not actively avoiding winning with an infinite combo the opportunity cost of playing
time warp is pretty low with the trade routes/sanctuary package.
I would consider
spelljack and
remand as mystic sanctuary loops as being able to wanderer → spelljack every turn is pretty good. I cut spelljack because it was too costly but you've got quite a lot of potential setup for it with sanctuary.
With that sanctuary package I would really make sure you jam the offcolor blue fetches.
edit: and last thing...I know
avenger of zendikar is cliche but it's also stupid in this deck, like it was designed for it. I've one-shotted entire boards by wandering into avenger, playing 5 lands and swinging with hasted plant army.