I actually prefer Scaldkin here. It's not a card I usually like, but this deck is going to struggle having ways to win, and an over costed evasive threat is still an evasive threat.
It's between Sharktocrab and Blade Juggler. Shark is stronger, but Blade Juggler leaves you more open and both the black guilds are better than Simic IMHO. If you want Growth Chamber Guardian for the collection it's not too far behind the other two. I voted Sharktocrab but honestly I could go either way between that and Juggler depending what I felt like drafting.
We've got 15 playable creatures, which is a little on the low side. Meanwhile, we've got a bunch of effects that perform a similar function to Force Away (Singing Bell Strike, Crippling Chill, Icefeather Aven, Winterflame). Pretty easy Snowhorn Rider as far as I'm concerned.
Oh boy. You fell into a classic limited trap here: you drafted a three color deck with almost no fixing. If you're planning to go three colors, you need to prioritize good fixing (basically guildgates in this format), and you definitely do not want to start getting tempted into a fourth color by shiny rares and gold cards. At this point, your playables are spread out enough across four colors that you're going to have to go with a deck that is frequently going to lose to its own mana base unless you get lucky.
Now that you are here, though, what is the best course of action? Well, I would probably go with the Rakdos build out of the two decks that you presented, with a few tweaks. It has slightly better mana due to not being so evenly spread out among its three colors. I would further try to mitigate this issue by cutting Biogenic Ooze and Rubblebelt Runner and replacing them with Cry of the Carnarium and Macabre Mockery. Ooze, despite being one of your highest power level cards, has a double green cost which means it will frequently rot in your hand with no way to cast it. You will never use its activated ability. And the Runner is a really bad splash. It's not very high power level, and as a three drop that requires two colors, one of which is a splash, you are almost never going to be able to cast it on curve.
Kin-Tree Warden gives us a super cheap morph to get our card draw on with Secret Plans.
Edit: A second Force Away is actively bad in our deck. I don't mind having one but shoving a bunch of 0 for 1's into your grindy control deck is a great way to sabotage your own game plan. It would be my fourth pick after Warden, Parapet, and Secret. So I'm changing my vote to Archer's Parapet.
Snowhorn Rider is nice, but I'd rather make sure we can cast the fatties we already have. Picking up another Swiftwater Cliffs makes our mana base look pretty good.
Both of the blue fliers are appealing here. I'm giving Monastery Flock the nod, because having an early blocker while we are working on getting our big threats online is valuable.
This pack has a lot of great options for us. I'm voting for Hordeling Outburst. I think we need more ways to trigger prowess and doing that while adding to the board is really strong.
Now that you are here, though, what is the best course of action? Well, I would probably go with the Rakdos build out of the two decks that you presented, with a few tweaks. It has slightly better mana due to not being so evenly spread out among its three colors. I would further try to mitigate this issue by cutting Biogenic Ooze and Rubblebelt Runner and replacing them with Cry of the Carnarium and Macabre Mockery. Ooze, despite being one of your highest power level cards, has a double green cost which means it will frequently rot in your hand with no way to cast it. You will never use its activated ability. And the Runner is a really bad splash. It's not very high power level, and as a three drop that requires two colors, one of which is a splash, you are almost never going to be able to cast it on curve.
Kin-Tree Wardengives us a super cheap morph to get our card draw on with Secret Plans.Edit: A second Force Away is actively bad in our deck. I don't mind having one but shoving a bunch of 0 for 1's into your grindy control deck is a great way to sabotage your own game plan. It would be my fourth pick after Warden, Parapet, and Secret. So I'm changing my vote to Archer's Parapet.