How about the anti-representative kingdom?
Council Room - feels like it belongs in Intrigue, I vaguely remember Donald X. saying it started in that set
Coppersmith - no choice or player interaction at all
Bazaar - tough call; Salvager, Pirate Ship, and Warehouse are all good candidates despite their names and art, but let's go with Bazaar so the kingdom can have a village
Philosopher's Stone - despite the Potion cost it's just totally out of alignment with the rest of this set
Trade Route - feels like it belongs in Hinterlands
Fortune Teller - I'm just saying FT which has always seemed the most un-Cornucopia-like to me but five of the 13 kingdom cards in Cornucopia do not directly interact with deck variety (six if you include Jester)
Jack of All Trades - half of the Hinterlands cards feature on-buy/gain effects, and the "tricky to play right" theme arguably covers the other half. Jack even sifts a teeny bit which is a minor theme in Hinterlands, but that's a slight thematic connection and the fact that it's easy to play in a money deck seem to make Jack the best choice here.
Armory - seems like it should be in Seaside. Runner up: Ironmonger, which seems like it should be in Intrigue
Soothsayer - only card in Guilds that doesn't involve coin tokens, overpay effects, or naming cards (Taxman's trashing is naming, kind of)
Envoy - Walled Village isn't very exotic either, but Envoy doesn't do anything that another card doesn't now that Advisor's around
Not the most exciting kingdom, but not too boring either. An engine is probably viable. That vs. single- or double-Jack or Envoy-BM might be an interesting matchup.