Hi, I like some ideas here but think they need a little more work. Here's some random thoughts, sorry if they're incoherent or if I can't read and misunderstood something.
Defaced Coin: Yeah this is just like a bad Bonfire, I think it'd be better as a Silver for $3 or $4 to make it play a little differently. I'd probably like it if Bonfire didn't exist, but it's hard to compete with an Event because they don't take up a kingdom card slot.
Recycle: The "Re" prefix makes this sound like a Remodel variant. It's clever that this discards a card so it can still trash from the hand and also works with an empty discard. It's probably quite weak and I'm guessing that returning to the supply is a theme of the set errr yes it is I read the intro now. I'd prefer seeing things that actually have a reason to return things to the supply other than "it's the theme of the set" you know, like what Ambassador does.
Market Stall: Money! It's quite a lot of time until this becomes better than Silver. Oh it's supposed to get +$2 per empty? That seems a little better. Market cards are supposed to give +buy though so I'd suggest a name change.
Broker: Its just the top part of Market Square that makes endgame piling a nightmare to track, I don't know about that. Oh there's a new one, I think the thing with this is that the supply trashing ability is weak enough as to not really make the card stronger so if you really want it just staple it onto a simple-ish card you already have I'd say.
Shadow Council: Woop! Broken card! I think you're just underestimating how good Necropolis is to be honest. Like, just Necropolis for $3 would still be a good card that you would buy most of the time even though it's "strictly worse" than a bunch of other cards. You're going to buy these anyway because they give +2 Actions and then give out a bunch of Curses for almost no opportunity cost.
Hawkers Village: Oh there's a new one of these too, I actually have to read the thread eww. Eh I'm not sure about this, it's either a really bad village or a terminal Silver, in both cases making you discard a good card to draw a random card, which seems like a drawback. So it seems even worse than Necropolis as a village and worse than Silver as money.
Doomsayer: Shouldn't this give out Hexes? So a Fugitive that gains more Fugitives and then they become blanks, seems like it's broken with trash for benefit and useless without?
Penitents/Blessing: This does seem a little weak, like Blessing is strong- a super Masq! But having to take a Penitents with it is a downside and then Blessing also gives your opponent a hefty amount of free draw/trashing, I'm not sure it really needs that 2nd downside?
Extravaganza: Hmmmmm, this takes a while to build up but when it does the game will just end. I can see this leading to very degenerate games where you have to play around piles from really early in the game when there are gainers on the board. Like with a Workshop, once 3 piles get low enough one player will just be able to get them to 3 with workshops and then King everything but actually they can king more workshops and deplete more piles and then just like empty the supply and play everything 10 times. I don't know, seems like it'll lead to degenerate games pretty often. Also tracking nightmare.
Theatre Village: It's probably fine but maybe a bit similar to City? I'm not sure whether this 3 or fewer thing is sufficiently different from just counting empty piles to be worth the trouble.
Dismissal: Needs to let you look through your discard pile, like Hermit/Settlers and friends. Seems very strong, probably a little worse than Remake overall, but not that much worse at all, trashing from the discard is very good. Dismissing a Dismissal for a $5 is a little like Remaking a Remake too.
Inventor: I like this the most out of these self gaining things because it actually gives you something to do with the cards you're gaining and it isn't completely dead when they run out.
Banquet: Way too easy to break. Like even in an average engine this will easily make $10+ and it's useless outside of those decks. I think Horn of Plenty captures this concept in a much more reasonable way.
Merchants Pass: Ignoring rules questions, this is just Gold with 2 buys a lot of the time. I don't think the drawback will ever really come into play unless your building inefficiently anyway.
Poisoner: This is a weaker Sea hag that costs $5? I would only buy this if there was Apprentice or something.
Token of Fame: I'm usually buying $5 actions over Gold so I doubt I'd get this ever. Unless again there's a strong trash for benefit card.
Investor: Same again, I don't think this is a great concept anyway and even if it was do you really need more than 1 card that does it?