I don't have the exact list, but here's a guesstimate
4 Snapcaster
4 Unsummon
3 Cyclonic Rift
2 Rewind
2 Negate
2 Aetherling
2 Skylasher
3 Wolfir Avenger
2 Acidic Slime
? Thragtusk
1 Progenitor Mimic
4 Simic Charm
2 Deathrite Shaman
4 Hinterland Harbot
4 Breeding Pool
1 Watery Grave
1 Overgrown Tomb
X Islands/Forests
Obviously it's a delay/bounce until I can land an Aetherling or Slime/Mimic combo
The Skylashers are particularly uninspired after playing against some decks. Also, for aggro, I was thinking about a Fog Bank/Fog combo for sideboard purposes.
It tends to whoop on the slower decks. Reanimator usually can't deal with my Shamans. I like it against those. But a fast deck like G/W humans eats it alive.
Your creature base is very similar to mine, but the spells department is where our builds diverge.
I'd recommend adding Arbor Elf and Farseek to your deck, since that'd make the black splash incredibly easy to attain. You shoud also run Abrupt Decay and Putrefy over Simic Charm and Unsummon, as you have access to straight removal spells rather than some filmsy tempo cards, and Far/Away is the ideal card for a deck that likes playing spells on the opponent's turn.
On your mana curve's high-end, you should have effects that provide serious threats to your opponents. Thargtusk looks nice, but Acidic Slime and Progenitor Mimic look way too clunky and slow for their own good; the combo, if you ever assemble it, requires both creatures to stay alive and still lets your opponent attempt a last stand while you very slowly nuke her lands.
In my own experience, you still need quite some turns to win once Aetherling hits the battlefield, since your opponent will often end up racing it or forcing you to blink it out as you attack and after you've pumped mana into it to make it stronger and unblockable, but your targeted removal and Snapcasters will help quite a bit in that department. That said, I'd consider adding a third Aetherling, since you aren't running any card-drawing spells or abilities like other control decks.
I added Dreadbridge Goliaths replacing my Wolfir Silverhears to great success, as it's a huge roadblock for most creatures, is relatively cheap to cast, and scavenge is an awesome tool you can use once it's dead to make virtually any creature you draw into a threat.
I think Skylasher is way too weak for the deck, since there aren't that many decks that run blue creatures you can block with it (and Aetherling slips right past it). Shambleshark might be an odd creature, but I assure you that it's some nice cannon fodder, and can evolve thanks to your Avengers and high-end creatures (and also has some cute synergy with Aetherling and its blinking). Yeva, Nature's Herald might be a bit weak for the deck since most of your creatures already have flash, but I think even as a vanilla 4/4 with flash for 2GG it's good enough to warrant running one or two copies, as it crashes straight through even Restoration Angels (but not wurm tokens).
I don't have any Rewinds, but I think they're a good choice for the deck (I think they're even better than Plasm Capture, which also has the problem of being very picky about the mana you can cast it with). Negate doesn't seem like a good choice when what you'd probably want to counter early are creatures, though, so I'd recommend either Dissipate or Syncopate; then, just pack four Dispels in your sideboard to use against control decks, since they're awesome in that match-up.
The main-deck Deathrites could probably moved over to the sideboard to make some extra MD room, unless your metagame is flooded by Rites decks (mine isn't, so I keep my lone copy sitting in the SB). He won't be blocking anything early on, even though I guess the life gain could be good coupled with the removal suite you'd be running.
Gaze of Granite so far has been fantastic in testing; it's worth casting it even though it often forces you to tap out on your own turn, as the card advantage it can generate is really tempting (and it even hits planewalkers). You could probably run two copies, since you don't want to draw them early, anyway.
The way I built the deck, it has some easy sideboarding choices. For example, I often remove most targeted removal against creature-light control decks, and sideboard in all four Dispels and three Durresses I have in my SB; against creature decks, I like boarding in a fourth Far/Away and some Aetherize, but other than that I don't have anything against them in the side, sadly (I've tried Vampire Nighthawk, but it didn't work out due to its black-heavy mana cost and the fact that it didn't have flash like the rest of my creatures).
If I had any other planeswalkers, I'd probably run some (mostly Jace, I guess) to get some incremental card advantage while I keep the board clear in the first few turns of the game.
Currently, I think I've reached a farily stable build (if you don't count the weak sideboard plan against aggro decks), and I'd definitely recommend trying it out. It probably isn't powerful and reliable enough to be a tier 1 deck, but I certainly have faith in it (until Theros shows up, that is).
I'm kind of worried about Voice of Resurgence (even though most people at my LGS are unlikely to own any simply because of its humungous price tag), since the deck currently has no way to reliably take it out of the way without taking a huge tempo hit. We could try running that black spell from Innistrad that exiles the creature it hits and has flashback, but it's a 3B sorcery, so I'm unsure if it'd be the right choice for the deck.
I hope this helped, as I really like the BUG flash archetype and want to test it and make it grow until it's a better tuned deck, even if it doesn't end up being powerful enough so that people'd consider bringing it with them to win a Grand Prix.