Some random thoughts:
Flying Defense - I feel like you have no defense vs flying. I would say you are kind of an aggro deck but you don't look to be so fast that ignoring everything with flying seems to be all that viable. I think
Ulvenwald Hydra is a very reasonable creature that can defend from flyers but it also can go get you
Kessig Wolf Run and beat in with it if you want.
Cavalier of Thorns is probably the other random creature with reach that seems like it just generically does reasonable things I could come up with. There are a few other random things with flying I could come up with flying / reach like
Ruric Thar, the Unbowed,
World Breaker,
Silklash Spider,
Whiptongue Hydra and
Dragon Broodmother that could probably work as well but I felt like a lot of them were a little more of intentional adds in that they didn't necessarily just auto pay for themselves.
Kodama of the East Tree does have an amusing interaction with tokens in that it lets you put lands into play on tokens ETB.
Dislike:
- Anara, Wolvid Familiar - I hate this inclusion kind of a lot. I get that it can protect your commander from some of your own red sweepers but you don't actually have that many that will kill him. Also........ I don't know the rules but if she gets swept I think your commander will still have lethal damage on him and die.... hummm you might have to check on that one. I guess it might only really lend him to being able to do combat and I don't think its enough.
- Honored Heirloom - Maybe its just me but you don't have a Soul-Guide Lantern in the list so I don't really love a bad mana stone that is also bad grave hate when you could run better grave hate or better ramp.
- Eldrazi Monument - I dislike this from the standpoint that it doesn't seem like you have that many means of making chaff tokens. It feels like you sort of have your commander as a token producer and thats it. My point is that this card kind of only works if your commander has worked in making tokens and you are kind of setup in a positive way already. It feels a little winmore to me.
- Momentous Fall - I haven't been impressed by Momentous Fall in a long time. I am not sure how much of this is anti theft / transform protection but I tend to prefer Life's Legacy even though I don't play it much either. Just voicing my displeasure in general with how fall has felt to me for some time. Having that four mana up feels like its really hard outside of a draw / go gameplan or some deck that plans to proactively cast it. I guess you might intend to proactively use it on a token but even then Life's Legacy does it for less mana without the small boost of lifegain.
- Darksteel Ingot / Commander's Sphere I just..... don't love three mana ramp. Its been a long time since I have been happy with any of the three mana mana stones. You could have Gruul Signet / Mind Stone instead for instance.
Random Suggestions:
- Toski, Bearer of Secrets - It gives you some more draw and it also makes not blocking your commander also awkward. Your commander takes five hits by default to kill players so just letting him go through rather than chumping him seems sort of viable the first few hits but this makes it more awkward either way. Same with the tokens he makes.
- Klauth's Will - It will trigger the enrage of your commander and it also just does a freaking lot for the mana. I end up casting it for like X=2-3 quite a bit and it does a lot for the mana plus its an instant.
- Green Sun's Zenith - Its a small mark up to get any of your green creatures to play. It is a little awkward that your entire top end currently isn't green but I think some of the reach creatures I mentioned would be helpful and GSZ increases your consistency. You could cut Honored Heirloom for GSZ which can get you both Scavenging Ooze and Sakura-Tribe Elder filling both of those roles still for the same mana while also being a wildcard for other things in your deck.
- Boseiju, Who Endures - This card is insane.