You asked ghoppe for "the generals of bombs and efficient spells". I'll try to add my 2p worth, taking that as a starting point for the answer.
The thing to remember about all Limited formats is that decks aren't going to end up anywhere near as finely tuned as constructed decks. This goes doubly so for Sealed Deck, where you just have to reduce the clunkiness of your pool to manageable levels, but even in Draft you generally aren't going to end up with anything incredibly synergetic or finely tuned: four turn kills are pretty rare!
As such, you're just aiming to produce a deck that's a pretty good Magic deck. That's where the BREAD mnemonic comes in. What are the fundamentals of a pretty good deck? (i) Cards that take over and win the game very quickly if left unanswered - those are the BOMBS. (ii) Cards that stop the opponent's bombs from taking over and winning the game. That's the REMOVAL. Those are the two pillars. Beyond that, you want cards that are going to slowly chip away at the opponent even when you're in a bit of a stalemate situation. Those are the cards with EVASION, that can't be blocked, and any EFFICIENT cards that can net you card advantage over the course of the game, and win wars of attrition that way. No one would say that Divination was "a bomb", but if you and your opponent have nothing much else going on, Divination is exactly the sort of card that you need to maximise your chances of winning a top deck war.
Modern Magic is, alas, way more bomb-centric than it used to be, because Wizards likes to boost sales by having slightly overpowered Planeswalkers and monsters in the rare and mythic slots. As an example, look at the way that every modern Magic set has a dragon which basically reads "if you untap and attack with this, it's pretty much impossible for you to lose the game". Obviously you don't want to pass cards like these if you open them, if at all possible, but equally don't underestimate the value of cards that deal with them. The likes of Pacifism and Doom Blade may not be as flashy as your rare Angels, Demons and Dragons, but they still deal with them on a one-for-one basis, and are essential for your game plan.
Apart from all that basic how-to-win-Limited-games stuff, the key to good drafting is just to understand how passing to the left, then to the right, then to the left again works. In the first pack, you need to be taking care to notice what your right-hand-opponent (RHO) is passing to you, and what you're feeding to your LHO. If you first pick the aforementioned rare red dragon, but never get passed another red card, you have to take that as a signal, and not get obsessed with fighting for red. Likewise, it's often an excellent first pick, if the best, third best and fourth best cards in a pack are, let's say, white, and the second best card is black, to take the second best card. The players downstream will be fighting over white, while you stand a good chance of cutting off any good black that would otherwise pique the interest of your LHO for the whole of the pack. This will almost certainly result in you getting fed much better black cards in pack two, as your LHO will hopefully have settled on different colours for his deck.
If you can cooperate with your neighbours' signals, you should be able to produce a good or excellent Magic deck, and hopefully go on to win the draft by dint of your play skills. If you fight with your neighbours, your job will be much harder! It's always funny to watch draft videos where a stream of amazing cards in one colour go past the drafter, and they can't pick them up because they've committed to another direction. If your stubborn pride and/or sheer inability to pick up on the signal that a colour is open until it's too late mean you're feeding your neighbours a deck that is much more broken than the one you're drafting... you're making your life much harder than is ideal! Try not to fall into such a trap.