What everyone else has said already + my 0,5 cents on the matter:
Starter sounds. I can never put enough emphasis on the (my personal) fact that good starter sounds take you to places. Turning a pile of donkey into a flourishing unicorn is next to impossible, no matter how you want to twist it. In this case I feel that the drum samples are on the dull side here and should have some more ingredient in them. Also it's never a simple thing to pull out a decent mix when you're on a stereo crusade: try to keep the lowest bass frequencies mono'ed. A nice free plugin for such action is e.g. Tone Project's Basslane (Windows only). Other than that I don't hear anything THAT wrong in your mix. Slightly over-exaggarating the outcome, no?
For some additional "crystal" in the sounds I usually go with an EQ of my choice (and that choice is GlissEQ, commercial though) with a wide Q value -> boost at 11kHz, +2db or so. Then I do a slight cut at 8kHz with a narrow Q value, -2db or so. I usually do this when mastering, but it does work on separate tracks/instruments as well (well, it works when it works, usually yes).
If you simply just add more reverb and try to make things eerie in the search of dreamyness, chances are you're just turning it all for the worse. I tend to highpass all reverb signals somewhere around 200hz at least, just for safety.
About mud then: Check around 300-350Hz and 600-680Hz for anything that might turn a sound muddier. Just boost around those freqs and see what happens. I usually go through the entire frequency table with a sharp boost and when I find something that really annoys and irritates me, I make a little cut (-2db is usually more than plenty with a relatively low Q value) and naturally if your source material has some real harshness in its initial freqs, adjust the amount of cutting accordingly.
Liking the remix so far btw.