I mean, make no mistake, no matter what MaRo says, land is a bad design. It's such a bad design that it warps almost every aspect of competitive -- best of threes, constant revisions to mulligan rules, etc. Everything has to be built around the 10% chance that your hand is dead when you draw it.
There are lots of possibilities for improving it, too, it's just that Magic more or less came first and everybody else was just iterating on land.
* Let players start with a strong land in play (L5R)
* Let players tutor up lands in turn one (L5R again)
* Let players convert cards in their hand into land (that one Marvel Heroes game)
* etc.
But I don't think they'll actually fix lands any time soon because so much is already built around the concept.
You don't actually need both rules -- if you put one of those rules in, people will adjust their land balance to take advantage of it. So I'd just put in the first option and let people run like 12 lands instead. But I think you've tuned it too weak because you made it too general. The big problem with mana isn't the ongoing danger of topdecks, it's the vital importance of getting enough land in the first hand to play the game without getting so much that you can't play the game.
I would basically just print this:
Magical Gift
Land
T: C.
Pay 2 life: If this is your first turn, search your library for ~ and a basic land, reveal them, and put them into your hand. Play this ability only once per game and only if ~ is in your library.
You can probably get away with just running two of these.