Everything that facilitates the things I don't like, and inhibits the things I do, is unfun, broken and format-warping.
Conversely, everything which facilitates the things I do like, and inhibits the things I don't, is fair, fun, interesting, and helps maintain Vintage MtG as a vibrant and strategically deep format.
Maybe a pet peeve of mine, but I've never been a fan of Vault-Key. Every time you draw one of the components of the combo, make a note as to whether you'd rather have something else. I've played against Vault Key many times and only lost to the combo once IIRC; can't remember how many times I've smiled inwardly when my opponent dropped Key or Vault, but didn't have the other piece, and gave me virtual card advantage. Synergy is great, but these cards do almost nothing of value on their own.
I'm also not huge on Top, as it requires you to constantly sink mana into it and generates no card advantage by itself.
These thoughts are probably at least somewhat heretical; as always, think through what makes sense for you and test things out.
Edit : Just scanned through your list again. Hurkyl's seems a bit suboptimal; you'll buy yourself one turn vs. Workshop, and then what? You aren't a combo deck, so your opportunities at that point seem underwhelming. Maybe a By Force or Shattering Spree (tho probably not enough red for that one).