I put young witch #1. I stand by that. The thing is, it has teh most impact on the games - even when I don't buy it, I'm almost always investing pretty heavily in the bane. It also beats everything in straight BM+1, whcih of course, never happens, but there you go. I assume people aren't giving it credit for being powerful when you by the bane instead of it, but I still give credit to YW there.
Tournament, well, in 2p, you do want it more often than the rest, perhaps, because you only don't want it in BM terminal draw, and well, basically any village + tournament is enough to go engine over BM. So you almost always want it in 2p (it's much much worse with more people, because you get blocked way more often). Okay, this is true, but it doesn't hit top 3 for me, because cursing is a bigger impact on the game, and jack can just steamroll so much stuff. Well, is jack up there that high really? I could see tournament over jack, I suppose - I go with jack, but I think this is probably stylistic more than anything, and objectively perhaps it isn't right.
Smithy and envoy - I think they are in roughly the correct place. They are not so great as BM strategies, but important baselines to consider. And they help a good bit in engines, in a pinch. I definitely like smithy a touch better than envoy, usually though. Well, probably I overrate these a little.
Gardens/SR: There are situations where gardens is better. Biggest one I can think of is IGG, but there's other hodge-podge of stuff. Very often they're going ot basically be the same. A decent amount of the time, SR will be better. So I have it a touch better overall.
Villages: Farming's benefit does not seem SO great to me, but it's nice. It's almost never going to get me to buy the thing over random regular village, but I guess it is a nice benefit I underrate a bit? I dunno, doesn't seem to be that big a deal for me - EXCEPT, in cases you can really leverage it. So with cartographer/apothecary kind of reordering things, and most particularly when facing a rabble engine. Mining, well, you need loads of plus buys to make it really good for an engine, you can use it to slingshot a bit, but you don't really want to do that so so much (silver, man). It's definitely nice for some sort of tweener decks, that aren't really engines, or BM, so the village is nice but not so necessary, or somethin'? I dunno, it's a nice thing to have, but not something that really makes the card as concretely good as it seems it ought to. Walled, eh, it's very meh benefit. But not nothing, and hey, I will take it when I need a village. So worker's. Worker's is the class of the 4s, and I have to say, I think probably the second best village, on average. Villages want engines, engines want buys, you get it all in this nice package. I mean, okay, you don't need 7 buys usually, so it's not so much the village you just get a billion of, particularly if there are a bunch of them out there. But the one I want to make sure I have? Yeah, worker's. Heck here, it even competes with fishing, sometimes. Well, most often fishing is better, of course, but worker's is the one you'll probably pass it up for most often. Though the gap from FV to WV is much bigger of course than from WV to the rest.
TR I probably overrated, and it compares fairly closely with the non-worker's $4 villages. But you know, it still plays fairly differently. Still seems to be a mid-high $4 to me.
Oh, monument. It's really really good. It is pretty darn good in BM - beats most of the terminal draw BM straight up, though not the best of them, and complements other non-draw BM cards pretty well (like, it goes nicely with Jack). And I think it is even better in a lot of engines - you get to play it a bajillion times, it lets you catch up from big deficits; and you actually never get into an unbreakable deficit; it makes BM change how he plays, sort of a lot. Of course it helped me complete the most ridicufying comeback of everness.