I don't think Ravager needs all that much to be good (though I'm much more willing to go in on artifacts than most here). The salient point to keep in mind here is that Ravager, when supported to the level that it was in Constructed and Mirrodin limited, is far too powerful for most of our cubes. I'd wager that Ravager (along with Plating, using similar logic) is at an appropriate power level in most of our cubes in decks that have 6-10 artifacts and cards that make artifacts. It takes less than you'd think, because in a cube where it's "properly supported" it's far too good to include.
Moreover, when artifacts are somewhat scarce but the payoffs are there, drafters are put to some interesting decisions as to how they ought to evaluate the artifacts they do see--am I a deck that seeks to go off with a powerful synergy plan, or would I rather have just six or eight artifacts to make my Ravager a fine playable while also picking up random good stuff cards in my colors?
I'd been avoiding this for fear of making too bold a claim, but this artifact thing keeps coming up recently. I think my Modern Cube in my signature does a good job of promoting artifact interactions in ways that many on this forum seem to think isn't possible, for parasitism or other reasons. Here's what I think is the relevant thing that makes Ravager playable in this cube, and it's an idea I have been mulling over and has been informing my design decisions of late: adding archetypes doesn't always make your other archetypes worse. Often you can add an archetype to your cube that bridges the gap between two or more others. I make the artifact aggro theme function by inserting the "trinket" and equipment archetypes, both of which are fairly tight packages that help reach the critical density of artifacts while also increasing the demand for artifacts so that they aren't so parasitic. I'd really like some feedback on this idea and particularly its implementation in the cube, since I don't purport to have done this perfectly.