Fun fact: Weather cards that change conditions of play every turn for all players also are an expansion to my favourite non-Dominion board game, Lifeboat.
I think the conditions there were Stormy, Rough Seas, Foggy, Dead Calm, Rain, Muggy, Hot, Windy and, for reasons that I'm not entirely sure of, Sunday. Clear Sky did nothing but shuffle the discards back into the pile.
This is nice. So Clear Sky makes things a bit more random than the Weather here and sometimes there will be a weather that never shows up? I don't know the game Lifeboat, but I imagine in Dominion you'd prefer to have an idea what's coming and strategize, than have it fully random. Changing may be unpleasant for this reason.
Also, I'm not entirely sure whether this is coincidence, but my Edicts both have a similar color scheme and look as your weather cardss, being blue sideways cards that define rule changes. Most basically do things like your weather cards, but as Edicts don't change mid-game, I also made a few of them just alter the setup. Check them out if you like. 
I did bear your Edicts in mind and tried to make them different. I just thought sky blue was the colour for Weather cards. But yes, Edicts make more definite impacts on kingdoms than Landmarks, which only imply them with VP, and you achieve different things to them too. It's a nice way to make the various strategies available in Dominion more and less relevant, and they should improve the game

I went ahead and put all my current updates on the OP at once. The changes:
Advancing Village - that new version I thought of is broken, it can go on infinitely with draw to X. The old version stays.
Blueprints - theme change to Furnace. Remodel basically is blueprints. For the most part, all the Exhausted cards now involve an industrial building.
Canal - it's strong enough to go to $6 cost. It's rather easy to make a Province-Duchy deck with it.
Purist - down to +3 Actions, 4 was too many and now the Action and Treasure parts look more comparable.


Components - a general cleanup of the group. This is no longer a Traveller and specifies gaining a Prototype from its pile.
Prototype came to confusion when it was Throned before. Now it works cleanly by being a Machine itself (and not a Traveller) and saying 'exchange this for a Machine'; you can either get a final upgrade, or another Prototype to essentially make self-discard.
Patent no longer has +Buy as an option, but the +Cards, +Actions and +$ are doubled to 2 each. This makes it more consistently the power card it should be.
Two
new ones:

Foreign Art - Treasure, $5 cost.
$4
+1 Buy
When you play this, take Diverted and put this on it.
Local Art's out, of course, as the Wanderers are. But the name can come back if I can think of something good for it. This works fine, you delay your big buys with it, or if you go for Victories it's like a Treasure Wine Merchant.

Innovator - Action, $5 cost.
Choose one: discard any number of cards, + $1 per card discarded; or draw up to 6 cards in hand.
You may take Exhausted. If you do, get the other choice.
The name's something of a placeholder, he isn't an industrial building. As yet untested, but it has that instinctive feel that it will work. Unlike the last Innovator, this one is quite easy to track.