Archive: 3/10. The main problem is that you get to play it only every third turn. And those cards you're setting aside, they are gone for a while too. Also, at $5, it seems fairly weak. Gear does that effect better and cheaper.
Bustling Village: 7/10. It's good, but will you get it? Will you spend your precious buys on Settlers? Once you do get it, it's already fairly late, and in that sense Bustling Village suffers from the same problem as Champion, but is not as amazeballs.
Capital: 7/10. Good for spiking Pathfinding/Inheritance/etc., and for its various remove-from-play combos, but not otherwise.
Castles: 8/10. Very hard to assess, but you should probably factor them into your strategy on most boards, if only to deny your opponent that key castle.
Catapult: 7/10. Trashing and attacking is good, says Mercenary. Making that Cursing work is probably only possible in games where there are also ways to deal with Curses, so as a Curser, it's pretty bad. And unlike Militia, it doesn't help your economy. Trashing Estate vs trashing Copper early on will be a difficult decision, and require deck-tracking your opponent pretty well.
Chariot Race: 8/10. No major impact, but it's going to be good on most boards.
Charm: 7/10. One of the better kingdom trashers, but its use is very board-dependent, kinda like Procession.
City Quarter: 9/10. Madman megaturns are good? Well, have one every turn!
Crown: 7/10. Always solid, but $5 is just a bit too much.
Emporium: 5/10. Probably a must-buy for engines... if it's possible to buy. Which it won't be usually until late.
Encampment: 9/10. Very decent 1-shot. Remember how you open Shanty Town just for accelerated draw on T3/T4? This is that, but on any turn.
Enchantress: 6/10. I love the attack, but it's going to be very situational.
Engineer: 7/10. Gainers are good.
Farmers' Market: 6/10. Hard to assess.
Fortune: 6/10. Good payload, but you have to get there first. If you can already produce $8, this might be too slow.
Forum: 7/10. Good, but unexciting.
Gladiator: 3/10. It's a terminal Silver early on (worse than Chancellor), and later it might get better. Performance in the early game improves a lot when using Shelters.
Groundskeeper: 10/10. So so good for engines. 3 of these and the engine player can compete the opponent buying Provinces by buying Duchies.
Legionary: 10/10. Brutal attack, and the worst thing is, once you're attacked once, it gets much harder to counterattack.
Royal Blacksmith: 8/10. Great draw if you can trash Coppers. Otherwise not so much, but look out for that Counting House combo.
Overlord: 6/10. Will be overrated a lot. The debt will hurt more than people think. Opening this on 3/4 means forfeiting all your buys the next shuffle.
Patrician: 7/10. Among the better $2s. Never hurts, and it will feel so good when it hits.
Plunder: 9/10. Nonterminal VP is good. Good enough that you might want to strategically return Encampments.
Rocks: 2/10. Provides Cursing for Catapult, but you know, if you can reliably draw Catapult/Rocks, then your opponent can probably trash a Curse.
Sacrifice: 5/10. Mediocre trashing, great counter to Looters.
Settlers: 8/10. Solid.
Temple: 7/10. Good opener for trashing, but hard to use later on.
Villa: 6/10. It's better as a universal puzzle solver than it is in a standard game.
Wild Hunt: 6/10. Smithy+ is always decent, but it this case, the + is pretty weak.