Psychosic Crawler - In my prime I tend to draw 6-8 cards per turn cycle. That doesn't feel impactful enough to count it as a wincon. When I've tried it, it has always died too early and only drained around 10 life. It is, however, a passive wincon that just lets me keep controlling while playing defensively rather than put myself in the danger zone by pushing the envelope with Blightsteel or giving up my draws by alpha striking with. Hmm...

Muddle the Mixture - Would be like a Counterspell-lite that tutors for Cyclonic Rift or maybe Gilded Drake to commandeer threat. Maybe Lightning Greaves to protect Azami or push the envelope that is Blightsteel/Kozilek. I just feel like it's worse than all the counterspells I already have.

Riptide Laboratory - I've lost games due to having this instead of another Snow-Covered Island because I have 4 mana doublers that require basic lands. I've never saved Azami by bouncing her, only desperately recast wizards for another draw. It's probably better in the Mind Over Matter builds that have 10+ counterspells costing real mana and thus keeping mana open. We usually tap out to advance our boardstate and rely on card advantage to counterspell with Force of Will etc.

Misdirection - The latest cut. With the addition of Force of Negation it was simply one too many to keep up with. It's really only a Force of Will when fighting against rival counterspells, but a 2-for-2 if you can hit an Anguished Unmaking with it. It does nothing against board wipes, though, and ended up getting cut as it's the most niché of the free counterspells.

Swiftfoot Boots - Just too expensive to tow around. You can't cast Azami on curve and protect her like with Lightning Greaves and similarly it ups the cost of hasty Blightsteel from 12 to 13 which is a big jump.

Snapcaster Mage - I had it in for so long but it was mostly a way to flashback Preordain of all things. While it's a very good wizard, it's far from necessary and not worth the money investment compared to the equally pricy Force of Will and Mana Drain that are integral to the game plan and swing the whole game in our favor respectively.

Laboratory Maniac - My meta doesn't play infinite combos and I've tried winning with it and it's just not the same as beating someone over the noggin with their own commander, creatively combining opponent's cards in synergies only available in 5-color through Bribery and theft or having crazy things happen with Rite of Replication. Once you play Mind Over Matter, your whole gameplan revolves around resolving it ASAP and then almost instantaneously winning the game with no room to play around with your strong board state.

Ponder - It has just never been as good as Preordain in playing the long game. Either you get what you needed 2 turns ahead of time, but this is provided you have a bad hand and depend on that card, or you you shuffle it all away and don't set up future turns at all. I vastly prefer the new Faeire Seer and Overwhelmed Apprentice over this, since they turn into Preordain+ when Azami comes out.

Venser, Shaper Savant - I really can't understand why this is so popular. It's essentially a remand stapled to a wizard with no mana discount. When do you have time to waste casting this? I'd rather exile with Reality Shift, hard counter with anything, especially free, or play a cheaper wizard depending on why you wanted to cast Venser. I understand the power of modality, but it diminishes quickly when you have 12 cards in hand mana is your bottle neck.