And man, do I mean rough.  But let’s discuss a few things before we get going…
Sharuum is one of those generals.  There’s no way around it.  At her core, Sharuum does a few too many things a little too well to just blend in with the ‘acceptable power-level’ crowd:

-She has an enters-the-battlefield ability
-That ability allows her to circumvent casting costs
-As an artifact, she is naturally synergistic with many over-powered strategies and combos
-Her colors provide the best tutors and card draw in the format, as well as the some of the best protection.
She rightfully is considered to be one of the ‘elite’ or ‘tier one’ or ‘douchebag’ generals available to EDH.  (Six of one, a half-dozen of another…)  We’ve all either owned ourselves or have been subjected to a build that decimates tables with quick combos involving life loss or milling effects.  Sharuum has rightfully developed a reputation as an ‘un-fun’ general.
The inherent problem here is that the Esper colors are stacked with fantastic and (arguably) fun creatures that fully embody what EDH should be about – creatures like Sphinx Sovereign, Ethersworn Adjudicator, and Sphinx Of The Steel Wind, which are big, exciting, and splashy, and beg to be played…and there’s just no good artifact-themed general in those colors that lends itself to aggro-

Sen Triplets is the only other legendary artifact creature in Esper colors, and it does two things very well: lend itself to creating control-based strategies (read: “turbo-nothing”), and get you very hated on for playing it.  

Chromium would be at least thematically on point if Wizards had made it an artifact to match the obvious artwork, so that’s a miss. 

-We need R&D to errata Dakkon Blackblade to read like this:

“Dakkon Blackblade’s power and toughness are each equal to the number of artifacts you control.” 
Oh, and give him trample too.  But now we’re waaaaaaaay of topic…
The point I’m trying to convey is that the Sharuum Community Project is an attempt to take what I would suggest is the best available option for an artifact aggro general in these colors and break the stereotype that has been formed around her.  With that, I want to note a few guidelines that I adhered to in my first pass at a list, and that I want to maintain through to the end.  
The main guideline is that we do not want any “degenerate” or “inflammatory” strategies in this deck in order to best achieve our goal.  Now, since I’m in the driver’s seat, the following list defines where we can’t go:
1. No mass land-destruction.  This is a no-no in my playgroup, which for those of you who are unfamiliar uses a “point” system that penalizes for certain plays.  Taking out an entire mana-base is a deduction for each player you do it to.  This is why I specifically have to leave out cards like Soulscour; while I recognize that it represents the ten-mana “win the game” card in the same way that Insurrection or Genesis Wave might in other decks (actual mana costs notwithstanding), it goes against what we want to accomplish here.
On a side note, you all steered clear of suggesting Sundering Titan.  I’m so happy to see this.  My faith in humanity has been restored.
2.   Hand in hand (literally) with number one is no mass discard.  A little discard is fine, but there are also deductions in my group for forcing a player to dump their entire hand, so this goes on the list too.
3. No infinite game-ending combos.  You all were pretty much on board with this from the beginning as well.  Unfortunately, there are some synergies that I’m going to have to leave out as a result; first and foremost are Arcbound Crusher and Glassdust Hulk.  Both have the ability to go infinite and kill a single player through the synergy between Sharuum and either Sculpting Steel or Phyrexian Metamorph.  While we could leave those cards out instead, both provide utility that cannot be denied and should be considered first…and besides, I’d rather be able to copy Sphinx Of The Steel Wind than run either of those two anyway.  This also takes into account things like Thopter Foundry/ Sword Of The Meek.
4. No “griefer” cards/strategies.  This is probably the stickiest guideline, as I realize that I’m imposing my particular personal opinions on you all here.  As a result, I’m prepared to give some lenience in this area as we finalize things.  For me though, this refers specifically to cards that are pretty universally hated in builds like this: Memnarch and Mindslaver
Again, you guys skipped over both of these two, and I couldn’t be happier.  You guys get it.
Now, the flipside here is that if you play in an environment that does not frown on any or all of these criteria, please feel free to make appropriate changes as you see fit (should you decide to give the deck a spin on your own.)
That’s it in a nutshell.  Let’s pop the hood and take a look.
Now, I’m about ten-odd cards heavy here, so there’s some trimming to be done.  What I tried to do is keep things close to home for what I’d want in an aggro list; a bias toward creatures, some strong utility cards that advance our theme, and a minimized amount of control elements.  (I recognize that we need removal, but I’d rather pack a few choice answers and 30 creatures rather than half a deck’s worth of board sweepers and targeted removal.)  As you suggested, I tried to go heavier on draw over tutors, and made nods to passive card advantage like Phyrexian Arena and Rhystic Study to free up mana for playing beaters.  Also as suggested, I went minimal on equipment, as the creatures included all can do a solid job of being threats on their own.  Finally, include haymakers that forward our strategy as a whole.   
Some other guidelines that were agreed on by majority (and again, we are talking “guidelines”, not hard-and-fast rules.  Feel free to make changes here if you disagree):
-Go light on Modular (as a whole) and counterspells – stick to the best examples of both.
-Must-haves include Mirrorworks, Mycosynth Golem, and Entomb.
Forcefield and Platinum Angel, not so much…
-No “prison” components (which really doesn’t fit with an aggro game-plan anyway…)        
-An average land count of 38, plus some moderate acceleration
Here she is-
Sharuum the Hegemon

Trinket Mage
Arcbound Fiend
Arcbound Ravager
Darksteel Colossus
Enigma Sphinx
Etherium Sculptor
Ethersworn Adjudicator
Inkwell Leviathan
Leonin Abunas
Magister Sphinx
Master Transmuter
Mycosynth Golem
Phyrexian Metamorph
Platinum Emperion
Sharding Sphinx
Solemn Simulacrum
Sphinx of the Steel Wind
Sphinx Sovereign
Steel Hellkite
Steel Overseer
Thopter Assembly
Vedalken Archmage
Vedalken Engineer
Voltaic Construct
Wurmcoil Engine


Artificer’s Intuition
Phyrexian Arena
Tempered Steel
Rhystic Study


Austere Command
Demonic Tutor
Open The Vaults
Time Spiral
Transmute Artifact


Careful Consideration
Enlightened Tutor
Fact Or Fiction
Read the Runes
Thirst for Knowledge
Vampiric Tutor


Akroma’s Memorial
Crystal Shard
Darksteel Forge
Darksteel Ingot
Darksteel Plate
Expedition Map
Lightning Greaves
Memory Jar
Mimic Vat
Nihil Spellbomb
Nim Deathmantle
Oblivion Stone
Prototype Portal
Scroll Rack
Sculpting Steel
Sensei’s Divining Top
Sol Ring
Thran Dynamo
Unwinding Clock
Vedalken Orrery
Witchbane Orb

LANDS – 38

Ancient Den
Seat of the Synod
Vault of Whispers
Underground Sea
Hallowed Fountain
Watery Grave
Godless Shrine
Flooded Strand
Polluted Delta
Marsh Flats
Vault Of The Archangel
Command Tower
Arcane Sanctum
Reflecting Pool
Academy Ruins
Phyrexia’s Core
Winding Canyons
Strip Mine
High Market
2 x Plains
3 x Island
2 x Swamp
Volrath’s Stronghold
Miren, The Moaning Well
Mystifying Maze
Kor Haven
Blinkmoth Nexus
Mishra’s Factory
Eye Of Ugin
Temple Of The False God
Bojuka Bog
Homeward Path

.   .   .   .   .
Okay, folks…this is it.  The last hurrah.
What I want to see from each of you  is a finalized 99-card decklist.  Take what I’ve got here, figure out where I was going with it, weed it out, make some substitutions…whatever you’d like.  I’ve done the heavy lifting with this part, so get us the rest of the way home.
I’ve created a Google Doc with the summary of all the cards that you suggested over the course of the project.  You can access that here.
Send me an E-mail with your decklist and anything you’d like to say about it here with the title: “Sharuum Community Project – My Final Decklist”
I’ll give you all a week (until next Thursday, April 5th) to get the final lists in.  For those of you who have already sent me lists, I’ll use them as your submission unless I see something updated.  
My plan is to go over the lists, do my standard comparisons, mash them all together in a reasonably cohesive way, and post the Official Sharuum Community Project Decklist (as created by all of you!) next Thursday.  I’ll likely do a bit of a deck critique as well.  I’ll get some time to test the deck out in real games shortly thereafter, and I’ll post the play-by-play and results after that happens.
As far as prizes go, be prepared for e-mail questionnaires.  One thing that I have decided is that I will be doing two card alterations as part of the prize pool; one will go to the person who made the best overall contribution to the project over the early submission phase, and the second will go to the person who provides the best take on the final decklist.  From there?  We’ll see…I’ve got some goodies I’m dying to give away.
That’s it for this week, everyone.  As this project comes to a close, I really hope you guys had fun contributing to it.  I love talking EDH theory with people, and you all came out of the woodwork in a big way on this one.  I’m looking forward to future projects already.
Next up: A cry for help, and some discussion on synergy versus raw power.