I've just returned from JoCo Cruise Crazy 3. Once again, I won the on-board Dominion tournament, although there was definitely stiffer competition this year. The final games against mconst were both fun and intense. More importantly, the wonderful Dominion players on-board were happy to playtest these cards! (Not in tournament games, obviously.) I'd like to give a big thank-you to them.
Gambler was quite popular. I had considered it the dud of the set, so I was happy that the card was well-liked. Once again, I'm seeing that it's not just a card that you buy on the first two turns. This should have been obvious, in retrospect. In the endgame, a lot of decks would rather have a one-shot Lab than a Silver they're only going to see one time anyway.
I played one Mill Town game where my opponent went for a Mill Town/Council Room/Laboratory deck, attempting to gain Provinces from the Mill Towns. He was successful! I was ahead on Provinces for most of the game, but he ended the game with a megaturn that put him ahead by a few points. It's nice to see that the Mill Town-heavy strategy can work on certain boards.
I only played one game with Boycott (vs. my wife), and it didn't do much beyond the first couple of turns. mconst said that he would probably only use it for the coins and mostly ignore the marker, and I have to say I think he's right. To fix this, he suggested I replace the +$3 bit with something else, like a gain. It's good advice, but at this point I'm leaning toward replacing the card altogether. I know it has its fans, but I feel like it's got too much going against it (too similar to Embargo, not useful often enough, etc.).
The new version of Clerk seems OK so far. I think we only played one game with it, but it wasn't terribly broken there.
I've updated the OP with the new version of Floodgate, which got plenty of testing. I really like this version (which sets itself aside when gained, along with up to 4 other cards). Not only is it nicer for when you're trying to make some dead cards skip a reshuffle, but it's great when you've got a trash-for-benefit card in your hand with no target. Simply buy a Floodgate and save it and the trash-for-benefit card for your next turn, when you can trash the Floodgate. I'm not entirely sure that strategy's always a good one, but it's fun and seems very useful thus far. It works especially well with Exchange.
The new versions of Barracks and Conscripts didn't get as much testing as I would have liked. I played one game with it where I went for it and my opponent didn't in order to help test it. That was nice of him, but there was no good way to deal with Curses, and I crushed him. I don't think that's necessarily indicative of Barracks/Conscripts being too powerful, as I would expect that result with any Curse-giving card. Still, I'd like to test them more.
The version of Exchange with +2 Actions seemed fine. You won't always be using both actions, but I don't see a problem with that. There were concerns that it would be too powerful with King's Court, so we played a 4-player Enterprise/Prosperity game and tried it out. As it turns out, it's not easy to set up a turn where you King's Court and play Exchange, so it never actually happened. It was definitely a fun game, though.
Fund seems like a very solid $5 card and I don't think it's going to change from its current state. It's not a power $5, but there are a lot of reasons to go for it (you've got $5 and your deck needs a money boost; you need an extra buy for the engine you've been building; etc.). I'm very happy with the card as it stands. It got quite a bit of play, both by me and others.
Inventor was in the Enterprise/Prosperity game I mentioned, and although Exchange never got King's Courted, Inventor did. Frequently. It's definitely an interesting King's Court target, and it's part of what made that game so fun. I will need to test it more in games without King's Court, though!
Finally, I only got to play one good game with Tax Collector and Surveyor, and unfortunately, neither really got the chance to shine. It was a game with both Goons and Bishop, so often only one of the 3 other players would actually be hit by the attack. It does seem to cause a lot of AP, unfortunately. I'm not sure if it's too much yet, and I'm also not sure if it'll be lessened once people get more familiar with the card. I suppose time will tell. Regardless, the version where you put the gained card on your deck needs more testing, so I haven't updated the OP with the new version quite yet. Surveyor may not work out, but I'm not ready to give up on it yet.
I can't remember if we playtested Enforcer, but that card's had quite a bit of testing previously. I'm not real worried about it.
Once again, thanks to all the people who helped me playtest the cards! I really appreciate it.