Okay. After looking at your deck and sideboard, the first thing I noticed is that your mana base is completely flip-flopped. You needed twelve plains and five islands (that's one less total land than you were running, but with the opposite ratio of land types). I see that as the biggest issue. To determine your mana needs, count the total number of each color of mana you need to cast your spells. For your deck, that's 17 white and 5 blue (ignoring any colorless). That's the general ratio of mana you need--17 white to five blue. Reduce that as best you can--for your deck, it is close to 3:1 (three white for every one blue). That's how I came to my numbers (twelve white and five blue). From there, tweak the number if you know you have more low drops in the lesser color. Also consider adding more of the lesser color if the cards in that color (blue, in your case) require multiple mana of that color to be cast (so, for your deck, if you had multiple cards that needed two blue).
For your other cards, it's not as if any of them is specifically bad (though some may not like Coastline Chimera), but I don't feel your deck took advantage of what you did have (especially the Heroic mechanic on Favored Hoplite and Fabled Hero). I typically try to get multiples of cards I am running, rather than a collection of one-ofs, but sometimes that's all you get. Beyond those two I mentioned, you had Akroan Skyguard. I don't know when you picked it up, but if I had those three early, I would have focused on getting as many opportunity to target those cards as possible.
I don't know if you've been exposed to BREAD before, but it's something I keep in mind when I draft. It stands for
Bombs,
Removal,
Evasion,
Aggro, and
"Da rest" or Defense
Bombs are those cards you have to grab because they have a significant impact on the board--they are immediate threats your opponents must consider. Big beefy guys, those special cards with massive abilities. Think of cards you'd hate to see hit the board from your opponent's hand.
Removal implies all those burn, destruction, exile, and return-to-hand effects that weaken your opponent's board state.
Evasion cards get your damage through, forcing your opponents to leverage removal to get rid of the threat. Think Unblockable, Flying, Intimidate, Protection from ___ on creatures (preferred), or instants or abilities that will let you grant those abilities to your creatures (secondary).
Aggro refers to those cards that put the pressure on right away. Draft can often be a slower format (little going on T1 or T2), so getting in early and doing damage can be a nice way to gain the lead. Mid-game or later, having an aggressive lineup puts your opponent on the defensive, potentially letting you control things from that point forward.
Defense, or "da rest" as I think of it, refers to those other filler cards and defenders (if not part of a specific control strategy). Let's face it. Sometimes you just need a few more creatures, even if they are not the ones you would prefer.
On top of all those things, however, you need to think about mana fixing. Especially in blocks that favor multi-colored decks. For me, if I know I'm likely to go multi-color, I'll take a card that mana fixes before a bomb in the early passes. It's a lot harder to allow for fixing when you find yourself needing to change your colors in the second pack.
During the first few passes, I focus on the beefier three- and four-drops I will need, rather than those one- or two-drops (unless they are ones you know will help you win the game). That would address one of the problems you identified with your deck--you had plenty of low cost creatures, but nothing to deal with the mid- to late-game drops you opponents threw in front of you. You typically will have plenty of chances to get some smaller creatures, but if you wait for those T3 and T4 drops, you may never get passed anything you can use.
Finally, for those new to draft I recommend 17-6-17 as the breakdown of creatures, other spells, and land (respectively). There are many reasons to deviate from that rule once you are comfortable drafting, but it is a good place to start.
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TradelistBlack and Blue--not just for bruises anymore.