I've been tinkering with the deck for a while now and I feel like this list is really solid in the current state and I've been winning quite a lot with it recently. Ultimately I decided to run very little interaction in the spell slots because I want a critical mass of overwhelm creatures for both Horn and Rod. The lifegain from Horn is not to be underestimated and often acts as your "interaction" by making it hard to outrace you while your big creatures take over the game, it's surprisingly relevant even vs Control decks as it gives you enough time to play Mokhnatis. You could run heavy interaction with something like 4x Permafrost, 4x Equivocate/Ice Bolt, but they lower Overwhelm creature density in the deck and Equiv/Ice Bolt are also a bit of a nonbo with Kerasaur.
Market is pretty unexciting, but I think you need to run Horn/Divining Rod/1 random threat (preferably a 5-drop as you can curve into it off of Merchant) you can tutor for when you need something proactive to do. Currently I think Behemoth is the better proactive threat to get compared to Cirso, but either works. So these 3 slots are pretty much untouchable.
Then you also need an interactive spell between Equiv and a Killer effect (I'll talk about why I'm not the biggest fan of Killer in this iteration below) effect and a power in the market is always useful. However, I could see cutting the power (as we already have Horn that serves a similar function) for something like Disjunction/Passage of Eons/Gnash, Desert Prince if you want to be greedier with power and cover more of your bases.
Some notable inclusions:
False Prince. Initially it felt like this card doesn't belong in the deck, however, it's an early play that acts as a roadblock early while still being a decent hit late when opponents are out of resources to cheaply deal with it. Also, once I decided I want to run False Prince, that was another reason not to play Killer effects as they don't function with it (but Rod does!).
Daraka. Daraka is a flex slot, but having access to a tempo effect like this is rather powerful. Could see running 1 more.
4x Amber Monument and 28 power. 28 power may seem like much in a deck with 4x of each Initiate/Merchant/Horn, but it is still important to have enough sources so you don't fold to people killing your mana dorks and 4x Monument ties it together by being another overwhelm creature you can hit off of Rod.
Some notable exclusions:
Spells that give Killer (Xenan Initiation etc.) While Killer works REALLY well with most of the creatures in theory (Dawnwalker, Cirso, Behemoth etc.), from my experience these cards were too slow because your creatures need to stabilise when you play them and often you'd much rather be able to block with your Behemoth/Cirso/Kerasaur and also use Permafrost/Equiv to neutralize 2 threats. If you happen to be ahead, Killer is obviously better as it deals with threats while dealing extra damage at the same time because of your large overwhelm creatures (and doesn't give your opponent another creature/power like Equiv/Bolt). It's also very tempting because deck relies heavily on Dawnwalker already and that combo can easily take over the game and allow you to grind out almost any deck. But from my experience the deck has enough powerful threats already where this gameplan isn't as necessary as it would be in a more standard midrange decks.
Rost. While Rost is a more powerful card at 5 mana than Cirso/Behemoth and I was considering testing the Primal heavy version, the issue is that it doesn't really work with Ramp cards (Initiate/Merchant/Shepherd's Horn) as you'll still won't be able to play him on curve even if you happen to ramp. It also creates a bit of a challenge with Kerasaur's quad time requirement and I felt like cutting Kerasaur just isn't acceptable.