JUDGEMENT
Thank you all for your submissions!
Aquila's Policies (Secrets Best Kept, One Man's Trash, Another Man's Treasure, Risk Assessment)
Secrets Best Kept can be a free Way of the Worm if there are Estates in the trash but will usually be less interesting if there are only Coppers in the trash (unless there are cards like Gardens or Fountain in the Kingdom).
One Man's Trash seems quite strong with the trashing from hand and +1 Buy. It will probably be the most appealing of the bunch, and could lead to interesting decisions in Kingdoms without +Buy especially if you don't have any junk in hand to trash at the start of your turn but really need that extra Buy.
Another Man's Treasure lets you trash a card from hand and then gain a card from the trash to your hand. It'll often be a poor man's Transmogrify unless there are good cards in the trash.
Risk Assessment, like the name suggests
The set feels cohesive and I like the metagame that it creates. It will most notably change the dynamic of games with trash-for-benefit, as there is a downside to trashing nicer stuff since three of Policies will let your opponents grab stuff from the trash. But I think therein lies a potential issue with the set - if it too strongly dissuades trash-for-benefit strategies, then you will mostly have junk in the trash which could make the decisions about which Policy to choose less meaningful. There will be Kingdoms where you will be able to pull off combos with certain start-of-turn effects and these Policies, but it won't be possible in most cases.
I think players will often just go for either One Man's Trash and Risk Assessment if available until their decks are thin, and the other two Policies will not anything substantial for them.
emtzalex's Laws (Succession, Primogeniture, Dead Hand, Estate Tax)
This is an intriguing set with some good synergy. Succession allows you to set aside an Action card from your hand in order to power up Primogeniture, Dead Hand, and Estate Tax. Primogeniture and Dead Hand are like Inheritance for Duchies and Curses, respectively, except that most of the time these cards will still clutter your deck. It's not clear to me that you would want to gain Duchies or Curses in order to take advantage of Primogeniture and Dead Hand, unless you are playing with Archives and can stash them away for turns where they would not be activated. Setting it up through Succession also comes with an opportunity cost since you are removing an Action card from your deck. I could definitely see it being detrimental, since it will not only slow down your tempo but having Curses and Duchies in your deck during turns where Dead Hand or Primogeniture are not available will make your deck less reliable. I suspect that Estate Tax would probably be the strongest Law of the bunch and the most contested one.
spineflu's Bromides (A Sparing Father, A Spending Son, Make Light Work, Look a Gift Horse, Reach for the Sky, Over the Moon, Tricks of the Trade)
Unlike Laws, Bromides are randomly selected from the set based on the number of players. In a 2-player game, there would be 3 available. As emtzalex pointed out early in the thread, have 3 to choose from in 2-player game will essentially only give the players a choice the first time they place their cube (e.g. Player 1 selects Bromide A, Player 2 then selects Bromide B, then Player 1 has no choice but to select Bromide C, and Player 2 has no choice but to select Bromide A, and so on). Tweaking the rule to using n+2 Bromides, where n is the number of players, would give the player an actual choice to make.
Bromides have an interesting feature whereby they give the active player a bonus and a different bonus to their opponents. In the case of a Spending Son and Make Light Work, the bonus that your opponents get is arguably better than what you get, so you need to be wise about whether your really need to take the +$1 or +1 Action. On the other hand, a well-timed Over the Moon might not give your opponent any advantage if their discard pile is empty, and the remaining Bromides generally have better bonuses for the active player than their opponents. It may mean that players will gravitate towards the latter ones.
The Alchemist's Traits (Judicious, Industrious, Opulent, Bucolic, Sagacious, Pious)
A set of 6 cards of which you would randomly select 4 for each game. These were originally designed to be drafted at the start of each game, and I assume have permanent effects. Judicious will be impotent unless you have enough Action cards in your deck. Industrious looks potentially interesting if you have enough money but lack +Buy. Opulent could occasionally be helpful, but mainly if you have +Buys to take advantage of it. Bucolic could be very useful, provided its available to you at the right time. Sagacious has a once-per-game restriction, which I don't think is ideal for a Law. Pious is also potentially useful but very situational. I think the situational nature of these cards works as Traits, but as Laws I can see them leading to a lot of frustration for players.
Mahowrath's Necromantic Law (Apprenticeship, Construction, Surveillance, Summoning)
Necromantic Law adds a fourth Zombie, Zombie Summoner, to the trash and has a set of Policies that let you play each of the Zombies. Zombie Summoner lets you gain an Imp every other time you play it (unless there are other cards in the Kingdom that use the token), which is quite nice. All of the policies require you to play a Zombie (it isn't optional) and also come with penalties. Generally, Surveillance, Summoning and Apprenticeship will be innocuous but Construction could be risky. The penalties may seem harsh in cases where you aren't able to make much use out of the available Zombies. Surveillance will probably be the most universally useful Policy since playing Zombie Spy at the start of your turn will increase your hand size and act as a splitter. I wonder if the penalties are necessary at all - they are intended to avoid over-accelerating the game, but given that in a 2-player game, you would have at most 2 Zombies to choose from and the one you may really want to play might not be available.
WINNER:
emtzalex's Laws (Succession, Primogeniture, Dead Hand, Estate Tax)