With Equipment as your main strategy, the deck slows down a bit, trading explosive turns for a more toolboxy, resilient deck that has long staying power
However, the enchantment part is a big part of the strength of Get Lost
For example, if Nethergoyf is in your library, its toughness is determined by the ability "Nethergoyf's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1." If your graveyard consists of an artifact card, a creature card, and an instant card, you won't be able to find Nethergoyf with Recruiter of the Guard since Nethergoyf's toughness will be 4
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We'll also be knocking 15% off the total because actually selling a card costs money in fees and shipping, and 15% is typically a good approximation of these costs (although if you aren't interested in selling the cards you open, we'll talk about the expected value without this deduction as well)