the easiest way to make a deck better is by fixing the mana base, I know lands can be expensive but just remember if you ever find yourself in a situation where the colors just arent working its the money aspect of the game kicking in, especially in a 3 color deck, id look into fetches and at LEAST the dual color cycle lands + shocks
sorcery speed draw spells are bad (for control at least), just flat out ima tell you this unless theyre cheap spells like ponder/preordain, id toss ambitions cost, ancient craving, bloodgift demon, brilliant plan, divination, graveborn muse, nights whisper, read the bones, sign in blood, skeletal scrying, well of lost dreams
you see when you have access to blue; black draw spells become garbage, look into sphinx rev, fact or fiction, pull from tomorrow, blue suns zenith, dig through time, stroke of genius, treasure cruise, for big draws, cards that double up on their slot like cryptic command (again too much money), mystic confluence, dismiss, supreme will, cantrips like serum visions, impulse, telling time
having your draw spells at instant speed lets you keep your mana up to deal with threats on the enemys turn and if they dont put out anything worth a counter or kill spell you can just use a draw spell instead, tho even with that jaces injenuity isnt very good
I also see a lot of "goodstuff" like sphinx, erebos, mindslaver, and blightsteel that dont really fit in with control but I understand why players love having those cards in their decks cause theyre pretty fun
another thing to consider is the amount of gravehate you have in here, unless the entire table is running that shit its kinda meh to have so many dead draws, it feels like your deck is trying to do TOO much and ends up being weak on the real control aspect, look into better removal spells as well like anguished unmaking and utter end, hero's downfall, never // return, even some o-ring type effects could help
it feels like your deck just needs more focus