Ok, I'm pretty sure I see your problem(s).
First off, I actually cringed when I saw all five types of basic lands in a pool of 21. It's just not needed, and makes your mana base way too inconsistent. You're making a UG deck, stick to Blue and Green for Arceus's sake. In straight UG, the only land's this deck needs are the Hinterland Harbors, Islands, and Forests. I'd also bump up to 22 or 23 lands, to keep the mana flowing around you milling yourself.
Second, in order for this deck to succeed, you need to seriously commit to milling yourself stupid. The control elements and mana dorks really need to be escorted to the door. Now, other stuff you need can get in without the local Fire Marshal getting upset.
Speaking of stuff you need, Forbidden Alchemy. True, in the mana base outlined in part 1, you can't hit the flashback on it. However, in my opinion, the seven mana for its flashback isn't something this deck can really afford. By the time you hit seven mana, you should be in full attack mode. Also, even without the flashback, Alchemy is fantastic for this deck. Grab the Splinterfright, and get another creature or two into the grave with the same card on your opponent's end step.
Still talking about stuff you need, Thought Scour. With your deck as it was, I understand the switch to Ponder. As you streamline it, Thought Scour really does work for this deck. On a similar note, Dream Twist also really wants a couple copies in here.
Ok, with the changes I have thus far suggested, and some tweaking of numbers, we come out to 56 cards. In case you're interested, here's the updated list I came up with:
Some more tweaking and this can be a 60 card deck, no issue. However, in my browsing of card lists writing this, I found a couple pieces of tech that, if I were to run the deck, I would include. Totally your call, as they're more on the odd side.
First up, Curse of the Bloody Tome. Cast on yourself, of course. Splinterfright's secondary ability can do some work, so why not put some more copies of it into the deck?
Secondly, Increasing Confusion. Can be cast on yourself for fairly efficient milling, especially from your hand. However, in a long, drawn out game, a pair of them can pretty much be an alternate win condition. Tapping out to cast Increasing Confusion from your graveyard late in the game can do huge things to the size of your opponent's deck.
Well, that's my two cents. Here's the final decklist:
As for the RG version, I haven't really looked at it yet. I'll probably be bored later and break it down as well.