I'm going to echo what the other posters here and in the deck thread have said: the deck is extremely unfocused. In the absence of a specific commander to give the deck structure it really needs a more defined strategy.
In its current state the most meaningful feedback I can give is to pick a more concrete direction for the deck (aggro, midrange, control etc.) and go from there. I think you will get better feedback that way.
Personally I would go in on the white weenie approach that Weebo highlighted in the deck thread. White definitely has a critical mass of good aggressive legends that could support this while keeping the overall theme of mono white legends intact.
Without knowing what the exact game plan is supposed to be or where you want to take this I'm going to stick to some general deck building advice.
What you have now is a... hot mess. 40 creatures with no synergy, an average cmc of at least 5, minimal removal, and an extremely slow/inconsistent mana base. Unless you are playing in an extremely causal meta this probably isn't going to be a winning combination very often.
Starting with the mana base. Since you have a pretty budget base I would consider choosing 2-3 colors to focus on with on of those being green and having the rest being splash. That way you get the benefits of running basic lands and can run a green ramp package to get your guys out faster. There are a couple of budget 5c lists on these forums that do this well. You obviously can stick with all 10 temples but running that many cipt lands is slooooow.
You probably should be running more removal considering how slow this deck is. With access to literally every piece of removal in the game there is no excuse not to play some of the better ones.
Running 40 creatures is probably unnecessary. Some like Vhati, Tsabo, Rafiq, and Glissa have no business being in this kind of deck while some of the others just aren't that good in the 99. If you are looking for cuts to add a bit more removal and some ramp definitely cut down on some of the mediocre legends.
List looks pretty solid, can't see any glaring omissions.
Two more mana dorks you can add are Boreal Druid and Joraga Treespeaker. Not the best but both help set up early stax pieces and consistently get a turn 1 dork.
I would consider adding Dark Confidant if you have the budget. You have a low curve to take advantage and many ways to remove it if you get too low. Generally better than Dark Tutelage as it won't be affected by most tax effects.
Finally a couple of stax/hate pieces that you may want to consider.
Torpor Orb is nearly one sided in your deck and is very powerful against other creature based decks.
Root Maze can slow down opponents long enough to get the bigger stax pieces online.
Lodestone Golem bit expensive for a tax effect but comes attached to a decent body.
If Gaddock hits too many of your answers you need better or more varied answers. Probably add more cheap single target removal (Esper has a ton of good options) and cut some of the expensive wrath effects.
As for this lock, have you actually played against it? I wouldn't be too worried about a 3 creature, 13 mana, sorcery speed lock that doesn't win on the spot or have any effect on the board state. I don't think you need specific hate cards to prevent this lock most of the time, just more efficient answers.
One thing I would add is that if you continue with the equipment heavy/Voltron approach is to add more ramp. There are a few reasons for this. First most of your high impact cards (Nazahn and many of the equipment + equip costs) are expensive. In your current and upgraded lists I count 4 cards that will ramp you into Nazahn. That's not nearly enough to consistently cast him before turn 6 which is often too slow for a Voltron style deck.
There are many options you can use here including land ramp (ie.Rampant Growth and Knight of the White Orchid), artifact ramp, or my preferred method in an equipment heavy deck creatures (ie. Llanowar Elves and Birds of Paradise). If your meta has a lot of sweepers creature based ramp may not work well but they have the added benefits of carrying the many equipment you have. As an added bonus Skullclamp becomes a much better card by turning mana dorks drawn in the late game into more cards.
Finally you are running a lot of equipment. Like possibly too many a lot. I know that is what you are going for but since you have a tutor in the command zone you can likely get away with running only the better pieces. Beyond Blade of Selves or Hammer of Nazahn how often do you tutor for other pieces of equipment? This isn't something you have to change right away but its something to keep in mind.
In its current state the most meaningful feedback I can give is to pick a more concrete direction for the deck (aggro, midrange, control etc.) and go from there. I think you will get better feedback that way.
Personally I would go in on the white weenie approach that Weebo highlighted in the deck thread. White definitely has a critical mass of good aggressive legends that could support this while keeping the overall theme of mono white legends intact.
What you have now is a... hot mess. 40 creatures with no synergy, an average cmc of at least 5, minimal removal, and an extremely slow/inconsistent mana base. Unless you are playing in an extremely causal meta this probably isn't going to be a winning combination very often.
Starting with the mana base. Since you have a pretty budget base I would consider choosing 2-3 colors to focus on with on of those being green and having the rest being splash. That way you get the benefits of running basic lands and can run a green ramp package to get your guys out faster. There are a couple of budget 5c lists on these forums that do this well. You obviously can stick with all 10 temples but running that many cipt lands is slooooow.
You probably should be running more removal considering how slow this deck is. With access to literally every piece of removal in the game there is no excuse not to play some of the better ones.
Running 40 creatures is probably unnecessary. Some like Vhati, Tsabo, Rafiq, and Glissa have no business being in this kind of deck while some of the others just aren't that good in the 99. If you are looking for cuts to add a bit more removal and some ramp definitely cut down on some of the mediocre legends.
Edit: Throwing the dream crusher pauper list in as an example of budget 5c base and fixing.
https://www.mtgsalvation.com/forums/the-game/commander-edh/variant-commander/553880-pauper-budget-crushing-dreams-on-a-budget-child
Oops all spells is one of the weirder decks in legacy but to see it in edh? Madness!
Two more mana dorks you can add are Boreal Druid and Joraga Treespeaker. Not the best but both help set up early stax pieces and consistently get a turn 1 dork.
I would consider adding Dark Confidant if you have the budget. You have a low curve to take advantage and many ways to remove it if you get too low. Generally better than Dark Tutelage as it won't be affected by most tax effects.
Finally a couple of stax/hate pieces that you may want to consider.
Torpor Orb is nearly one sided in your deck and is very powerful against other creature based decks.
Root Maze can slow down opponents long enough to get the bigger stax pieces online.
Lodestone Golem bit expensive for a tax effect but comes attached to a decent body.
One more suggestion for wrath effects that get under Gaddock is Bontu's Last Reckoning.
As for this lock, have you actually played against it? I wouldn't be too worried about a 3 creature, 13 mana, sorcery speed lock that doesn't win on the spot or have any effect on the board state. I don't think you need specific hate cards to prevent this lock most of the time, just more efficient answers.
One thing I would add is that if you continue with the equipment heavy/Voltron approach is to add more ramp. There are a few reasons for this. First most of your high impact cards (Nazahn and many of the equipment + equip costs) are expensive. In your current and upgraded lists I count 4 cards that will ramp you into Nazahn. That's not nearly enough to consistently cast him before turn 6 which is often too slow for a Voltron style deck.
There are many options you can use here including land ramp (ie.Rampant Growth and Knight of the White Orchid), artifact ramp, or my preferred method in an equipment heavy deck creatures (ie. Llanowar Elves and Birds of Paradise). If your meta has a lot of sweepers creature based ramp may not work well but they have the added benefits of carrying the many equipment you have. As an added bonus Skullclamp becomes a much better card by turning mana dorks drawn in the late game into more cards.
Finally you are running a lot of equipment. Like possibly too many a lot. I know that is what you are going for but since you have a tutor in the command zone you can likely get away with running only the better pieces. Beyond Blade of Selves or Hammer of Nazahn how often do you tutor for other pieces of equipment? This isn't something you have to change right away but its something to keep in mind.
That's all I had for now. Good luck!