I run them, but I have more room for fun lands. I can remember a game where a giant Lavaclaw ended it in a swing or two after a long battle. Quagmire is a cool 'removal spell.' Vent is decent attacking or blocking, but a little weak. I don't own Tar Pit, as it was kind of expensive for a while, but it's unblockable. Not much to think about there, it'll do its job.
I think if you can afford to run some taplands, they're a solid consideration alongside Temples. That's probably the other set of taplands that are worthwhile. The Temples are solid to smooth stuff out, but I think the manlands are way more interesting, so I went with those. I'd probably add something untapped before I went for Temples, honestly.
If I were running a 10 pair format, I'd be hesitant to include 10 taplands unless I were pretty low-mid powered, I think. There's so many good untapped lands now, even if you're budget.