Some initial thoughts:
Port: jump-start an engine early after a couple terminal buys
Raze: sneaky good 2-coster; a little early-game trashing and some mid-game hand-stacking and deck-cycling
Bridge Troll: clever card, need to consider further
Royal Carriage: weak 5er
Wine Merchant: love it, like a super-powered borrow that you can pay back whenever, or not at all
Artificer: a beast in the right deck (like Crossroads/alt VP, or Cursed/Ruined)
Miser: get a +1 Action token or Inheritance token on it and you are off to the races with your personal, controllable Pirate Ship
Distant Lands: Rare to choose this over Duchy during the stage in the game when you are spending 5 for a Victory card, no?
Champion and Teacher: both worth getting to quickly with deck cyclers
Events
Ferry: could make for some powerful combos with cards that affect things that cost 4 or less, like Inheritance, Workshop, Armory, Prince, etc. Play Armory and top-deck a Grand Market? Don't mind if I do!
Pathfinding: cost 8? Wow I wouldn't have guessed that is so strong, but I must be wrong
Travelling Fair: thought this would cost 1, but with the top-decking 2 seems right