Dominion: Renaissance is a fan expansion with a Renaissance theme. It also has themes of vanilla cards, non-attack interaction, and a new card type: Non-action, or cards that are just +1 action when you draw them in hand; and can't be dead cards if you draw them with a Warehouse. On to the cards!
I'm confused. You never draw cards dead with Warehouse. Warehouse gives +1 Action.
I cannot divine from your description what Nonactions actually do. So I won't comment on those cards now.
Renaissance Village-Action-$4
+2 cards +1 action. Each other player draws a card.
Donald tested this exact card for $2. It was too powerful with Militia (and other similar discard attacks).
Without discard attacks, this card is really weak. Like, even at $2 it would be weak. When you play it, you're playing it from your hand, which means that even though you draw 2 cards, your handsize only increases by 1. Everyone else's handsize also increases by 1. So you paid $4 for a card that benefits everyone else as much as you.
Sculptor-Action-$6
All cards cost $2 less this turn, but not less than $0.
So it's Princess without +1 Buy. I don't think that's interesting enough.
Artist-Action-$5
Gain a card costing up to $4, put it into your hand.
I'm not sure how this would play. It might be fine, power-wise. But since it's terminal, you're often going to be gaining Silver with it, which isn't so exciting. Maybe that's not a deal breaker. Again, Donald tested similar cards and none of them made it into a set, but I don't think it was really clear why they didn't make the cut.
Inventor-Action-$3
+1 Action +$1. Play a card from your hand. It doesn't cost an Action.
Uh, isn't this almost identical to [+2 Actions; +$1]? If so, it's strictly worse that Squire, which costs $2.
Museum-Action-Attack-$5
+1 Action. Look at the top 5 cards of your deck. Discard one, trash one, give one to the player to your left, put one into your hand.
"Give" isn't a well-defined Dominion term. You could say "pass" in which case the card would go into the player on your left's hand. Otherwise you could say, "put one in the discard pile of the player to your left".
In general, this could be cool. It's a neat variation on the common "look at the top X cards and put one in your hand" idea. If it's too strong, I suggest reducing it to 4 cards and eliminating the "give one to the player to your left" part.
Scientist-Action-$5
+1 card +$1. Play a card from your hand. That cards numerals are +2.
Yowza! That seems pretty strong. A few cards like this were playtested and I think they were found to be too wonky. But this one might be different enough with the Peddler bit on the front (+1 Card; +$1). I think it's worth a shot! Seems like a cool concept.
Discovery-Action-$3
+$2. Look through your deck, choose five cards to discard.
You need to have "and shuffle the rest" at the end, there. Overall I worry this is going to be really slow when you have a large deck.
Archaeologist-Action-$5
Gain a Gold, put it into your hand. Each other player gains a Silver, putting it into their hand.
I think this is way too weak. You have to spend an Action and play this card from your hand in order to get that Gold in your hand. So you have a 5-card hand, including a Gold, and you're down an Action. Each other player now has a 6-card hand, including a free Silver. It's like they played an Action that said, [+1 Card; +1 Action; gain a Silver, putting it into your hand].
Here's a tip: whenever you're giving your opponents a bonus, remember that it's basically like them playing a card that says [+1 Card; +1 Action; whatever the bonus is] only they didn't even have to buy the card that does it. You did. Gaining a Silver into hand is a weak $5 effect. Cantrip gaining a Silver in hand is ridiculously powerful.
Long story short: the Silvers shouldn't go into the other players' hands.