Assassinate goes awfully late on those drafts. It kinda bugs me. I'd say to stay out of Commune With Nature, unless you have SOME big guys to rush to, so I'd probably play something along these lines:
Sylvan Basilisk
Remove Soul
Sage Owl
Remove Soul
Grizzly Bears
Rushwood Dryad
Remove Soul
Boomerang
Cancel
Rushwood Dryad
Sift
Sage Owl
Icy Manipulator
Remove Soul
Civic Wayfinder
Llanowar Elves
Dehydration
Assassinate
Craw Wurm
Cloud Sprite
Cephalid Constable
Unholy Strength
Unholy Strength
3 Swamp
7 Island
7 Forest
But to be honest, I think you made a common mistake when starting to draft, which is not paying a lot of attention to beatdown (the main strategy on draft). You do not have a game-winning spell (like Air Elemental, for instance), so you need to make the deck as fast as possible. People tend to overvalue counterspells as "removal" in drafts, and it's not the same. It demands that you leave mana open (meaning YOU're not doing anything) so IF they do something, you can stop it. Problem is, you need YOUR big spells to win, so by the time you tap out to play them, they'll slip theirs through. I tend to value Unsummon highly on triple 10th draft when I'm playing with counterspells, and you could probably have picked up more Cloud Sprites. I'll try to get some free time this week, since I'll get the same boosters as you, and see what I can come up with. We can then play each other on MWS.
To give you a huge compliment, though, it's hard to see players simply switch colors midway through a draft, but when you see a color is wide open and another one is drying up fast, it IS the right thing to do. I'd like to see, though, what the 2 players to each side of you drafted, to help me see wether you did good or great in switching colors.