I don't remember if this was true pre-changes too, but I like how you have quite a few high end creatures that act like sweepers. Seems like a good way for ramp decks to stabilize and to break board stalls when things get grindy.
The increased fixing is a nice improvement. Extremely minor comment on the lands. I see the advantage of terminal moraine over evolving wilds but I still wonder if terminal moraine is really going to be wanted by any deck; for it to actually be fixing it basically costs 3 mana and it only fetches basics. Maybe
myriad landscape would be more interesting? It's basically an expensive colorless rampant growth in land form. It fixes and ramps and it can just tap for colorless if you don't need fixing. Or maybe Mirrodin's Core or Tendo Ice Bridge if you're looking for another land that can fix for any color and enters the battlefield untapped.
Ramp seems like a great archetype in your cube and seems well balanced given the high density of good removal and the choice of high drops seems rewarding but not oppressive.
One thing I'm wondering is if you are intending to support any more narrow specific themes (for example, +1/+1 counters matters, flicker, tribal, etc.) or just the broad macro archetypes (aggro, midrange, control, ramp, etc.) ; I don't see any narrow themes, but I could be missing it. Your cube's also big so it's a bit harder to support narrow themes anyways. I think there are advantages to going either way and I like your cube as is, but there are a few cards that seem out of place since in my mind they lack the broad playability that it looks like you are going for. Like
carnage altar. You've got to spend 2 and then 3 and sacrifice a creature to draw just one card. It's hard to get any card advantage from it unless your creatures like being sacrificed or they are tokens. And even if you are sacrificing for value, it seems like you'd have to activate it at least 3 or 4 times to be even vaguely worth it.
Culling Dais seems like a better version of a similar effect.
Freyalise, Llanowar's Fury is another one. You've got to either really want to make elves or ramp to some super expensive stuff (and she already costs 5 and only makes one elf a turn, so I'm not even sure if she's actually good even for that) for her to be any good. I think
Nissa, Worldwaker both makes more useful creatures from your lands and ramps better in almost every situation; her ultimate is also game-ending in almost any situation whereas Freyalise's seems underwhelming a lot of the time. If you don't have a Nissa, Worldwaker I don't think I'd necessarily rush out and buy it if you don't want to proxy it, but I think any green planeswalker except Nissa Revane would be better than Freyalise.