So, somethings imo are right some are wrong...
Below I think are instant cuts... this just isn't what you want to be doing in todays standard environment.
2 Divination - if you just don't have anything else divination is okay, but you really want these to be a set of dig through time.
1 Godsend - what are you equiping a sphinx? a token? not necessary if you are really in control of the game. this card is strictly "win more"
2 Spear of Heliod - are you waiting for creatures to damage you before you destroy them? does the +1/+1 help your sphinx survive some effect? I don't think so... this card makes no sense, as a turn 3 play when you should be holding up burn/tempo/counter magic.
2 Heliod, God of the Sun - tokens are cute, but not necessary... sphinx is a perfectly fine win condition.
3 Mindswipe - These are okay, but i think strictly sideboard tech against other control decks to 2 for 1 them late game. not something needed aginst agro or midrange decks.
These are all okay, i'm not sure if the numbers are right... 4 of anger + 4 of end hostilities might be okay? might be over kill... something targeted like arc lightning might work just as well . I wouldn't be opposed to 1 or 2 jeskai charms main deck, all it's modes are live for you, life gain against agro decks, tempo creatures, burn to the face to close the game.
3 Magma Jet- feel the burn... solid card
2 Suspension Field - okay against green decks... maybe not so much against aggro?
4 Anger of the Gods
4 Banishing Light - 4 is _probably okay_ since you don't have a lot of answers to planeswalkers other than burn or beats...
4 Dissolve
1 Jace, the Living Guildpact - i want jace to be good, but idk... try it and see.
4 End Hostilities
2 Jace's Ingenuity - could be fine... might be better as dig... you could run both.
2 Prognostic Sphinx - sphinx is good... might consider a single pearl lake ancient.
Manabase needs a lot of juice... you probably know this and I know realestate is expensive, but this will probably be a deck for the next 12 months, spending the money for the land base isn't a bad investment.
I actually don't mind some of the life gain lands since there's no sphinx's rev anymore... i might even run a radiant fountain... bonus synergy if you run pearl lake ancient.
You _need_ the fetches... and the fetches enable dig and you _want_ dig... I just can't say enough there... in a pinch you can use evolving wilds as a hobo fetch...
full sets of on color temples probably as well... some number of pain lands... and overall, i feel you should be running 25-26 lands.
5 Island
4 Mountain
3 Mystic Monastery
6 Plains
1 Swiftwater Cliffs
1 Temple of Epiphany
2 Tranquil Cove
2 Wind-Scarred Crag
I left out the sideboard, because your main deck needs so much work...
Cards you should probably consider adding... in the 75
keranos - card advantage + burn... who doesn't love this guy?
steam auguray - card advantage, enables dig...
magma spray - dork killer, agro stopper - maybe sideboard
lightning strike - def need some main deck, the number could be variable
Disdanful Stroke - hits so many things... planes walkers, win conditions big beaters, some burn spells... you really need some maindeck
negate - sideboard