A fetch land gets you two, while the bounce land gets up to three landfall triggers one for the land you play, another for the bounce land, and a third for replaying the initial land
Sugar Rush Speed Way, Start Line allows you to move characters for free to Sugar Rush Speedway, Finish Line, then banish the location to gain three lore and draw three cards
With the huge amount of thinning the archetype already has I have not found it to be a problem at all playing seemingly heavy land counts in green ramp decks
Just keep the player rotation organized and apply it to the card abilities as well (who plays first, second, third).
If you're looking to establish a battlefield presence earlier in the game, the prototype stats may be perfect