Somehow this deck is great, but also seems a bit broken against some false gods.
It happened several times now that I had a difficult false god like Rainbow under control in the endgame, and then I still lost because my pillars couldn't keep up with the Eternity upkeep. Also, for the same reason no 'Protect Artifact' just does not work, since your Eternity will be stolen or destroyed. Furthermore, against some gods you just need three protected creatures in order to reach sufficient damage, so you also need three quints, there's no way around it.
I like how this deck plays in the beginning compared to other decks with the time sign (much more speed), but if you reach the endgame it's just a guaranteed loss in some cases. I prefer to lose in the beginning since there I only have a minute invested, compared to a loss in the endgame when I already spent half an hour. Maybe the overall statistics would actually suffer a bit, since adding more cards also means more chance of bad draws in the beginning, but as it is the deck's maximum firepower in the endgame just isn't sufficient against some gods.
The only gods I've really had to use eternity against don't have permanent control, and if they do, I you usually only have to use it for a few turns so it likely won't get destroyed.
I've lost a single game due to my eternity being destroyed, and that was against rainbow, which would be amazingly hard even WITH a PAd eternity. So I'm not going to take PA just for a FG that would still be very hard. And against Seism, your novas provide enough quantum to win with. It's just the problem of drawing those novas
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As to running out of time quantum, while I'm often stretched for it (usually against Miracle), I've never ran out. What I do is stop hastening at 6-10 cards (depending on whether or not I have the board under control). That gives you time to build up time quantum.
To three quints, you don't really seem to understand this deck doesn't rely on damage output. It relies on gaining control. THEN, only AFTER you've gained control, do you work on getting fireflys out for damage. Notice I said fireflys. I almost ALWAYS quint the oty and FQ. The only time I don't is against Gemini, since you need the druid to stop the dragon spam.
Fireflys are 4/2, and once you get established, they are your main damage. While it isn't the fastest kill ever, it isn't the slowest either. Any mutants you get (if your druid survives) are just icing on the cake. Even if you draw the FQ with 10 cards left, you can usually do enough damage to win before you need to use the eternity. As long as you have the game under control.
And to your gripe about losing endgame, against the hardest gods (Rainbow, DG, Hermes) I just quit and count it as a loss if after 4 turns or so (sometimes more, depending on my mood) they have 3 creatures/weapons out and I have no good counter cards out (quinted oty against rainbow, perma shield and lots of sogs against DG (and DG can't have any fire towers), or quinted oty/firestorm against hermes). I also look at the FG's hand; if it's rainbow and it has lots of cards I just quit at 4 turns if I don't have a quint since they're probably creature control. Otherwise, I may play a few more turns with an unquinted oty out.