What are the considerations that went into pricing the projects? Did you intend for most of them to get bought most games? Regarding Sinister Plot specifically, why does it cost 4 instead of 3 when in my experience you do sometimes want to open with it and buying it T1 is so much better than buying it T2, meaning you can get shafted there?
It costs $4 in order to compete with good opening cards that cost $4. If it cost $3, then someone with 3/4 could open Sinister Plot / Remake yeeha, while you were stuck with 4/3 and getting Sinister Plot turn two. See there's no pleasing you. At $4, no-one gets to open Sinister Plot / Remake, except all the times they do.
The considerations were mostly the same as with anything else. The cards are trying to be a decision, but also trying to be as cheap as they can be, and for sure it's more fun to have a card so cheap that you get it a lot, than so expensive that you never do. Good gameplay is what matters the most. Projects couldn't cost $2 (without a penalty) because sometimes they'd be automatic (you can hesitate over a Pearl Diver in some games, but never over a pure-upside Project). I'm not perfect; maybe Barracks would have been fine at $5.