I'm liking this part of the list, where the cards have some good parts and bad parts. I'll highlight a couple points below.
Something that does bother me though, is how a deck with 5 Minion's isn't actually that good, and I'd often rather do something else, but you have to go for Minions to prevent your opponent from getting all 10. So, you both take half of a thing that works best as a hole, and in the end noone is truly happy.
This is IMO one of the more annoying things about certain cards in high level 2-player Dominion play: the split problem. As both players become better, they tend to agree more often on the best strategy, resulting in a mirror where they contend for the same pile(s). This sometimes makes an otherwise fun-to-play deck unfun (e.g. Minion, Highway), and with certain cards can lead to huge swings from winning a split (e.g. Duke, Knights).
Non-mirrors though become more fun when both players are good than at lower levels, because it's a better test of the strength of the strategies when both players pilot them well. So it's unfortunate that they become less frequent in high level play.
If I were to try to "fix" this problem in a Dominion variant, one thing to try would be to give each players their own supply piles to buy from. That way, both players can get 10 Minions if they really want to. Obviously this has some big downsides, like removing end-game tactics related to opportunistic 3-piling and split-winning tactics. It still might be more fun overall for some players.
In Dominion itself, it's nice when cards self-limit how many you want so that neither player cares about winning the split. Being terminal helps, even if the card is strong (e.g. Goons, where usually you don't have enough +actions to justify more than 5 of them). Strong non-terminals can do it too if they have anti-self-synergy (e.g. Warehouse, which I'd rank among the best card designs in the game) or diminishing returns (e.g. Apothecary, where you usually have better things to do than buy 6+ of them).
A nice copper trasher... except when it hits silver. I think I'd like this better if it just dug for a copper. At least the fact that it can skip over Action cards never bothered me, I mean they really manage to miss reshuffles without Loan anyway.
I think of Loan as an example of an anti-lottery: usually you get a small benefit, and rarely you pay a large penalty. (A lottery is where usually you pay a small penalty, and rarely you get a large benefit.) Human beings are naturally predisposed to like lotteries and hate anti-lotteries, even if mathematically the expected value is the same. For that reason, I consider an anti-lottery in a card to be a (small) design flaw, because it makes the card less fun to play. (By the way, missing the shuffle is also an example of an anti-lottery.)
This is just a perception issue, since if players A and B are playing a zero sum game, then a lottery for A is an anti-lottery for B and vice versa. Usually what matters for perception is who opts into the lottery/anti-lottery (e.g. who buys Loan), but not always. For example, with Sea Hag, getting a valuable top card such as Sea Hag discarded is much more visible to the player who discards the card, so it feels like an anti-lottery, even though to the player who played the Sea Hag, it's a lottery.
EDIT
Off the top of my head, I can't think of ideal examples of lotteries in Dominion. Treasure Map and Tunnel are both kinda close, although in both cases, if you play a good strategy including either of these cards, you're more likely to succeed than to not, so it comes out more like an anti-lottery at high levels of play. Venture is a better example: usually hits a Copper (not bad, but basically a $5 Silver), but occasionally something better (yay, a Gold-or-more for $5).
As a non-Dominion example, Hearthstone's Webspinner is a decent example of a lottery. Getting a good card from Webspinner is far more visible to the player who receives it than the opponent, because its identity is hidden until played later, and by that point the opponent may not realize that the card came from Webspinner. Even the most garbage-y cards from Webspinner aren't too disastrous, since at worst it's just dead in your hand for a while.