Rebuild being as low as it is doesn't surprise me, for the reasons Qvist said. It definitely needs to go up, as it's really extremely effective, and is pretty resilient to most attacks.
Count, I really think is about right here. I overrated it at first, but this looks pretty good. It's kinda a hard card to judge, I think, because it offers so many options. With three options for the downside, I find that most of the time, one of the three downside options will be almost negligible to you, and even when it isn't it's usually fairly minor damage. The upside choices can be very good as well. +$3 with a minor penalty is solid, is mediocre. Gain a Duchy is really nice late, an extremely powerful option in the right kind of deck. Trashing your hand is great early, even if you only trash 3 cards out of it usually (the main upside here being, once you've done the trashing, later on the card still has powerful options, unlike e.g. Chapel).
Except for occasional late game Duchies, none of it's options are really that awesome, but the flexibilitiy is what really makes it decent. Add in that it's very strong in alternate VP games - Duke, Gardens, Silk Road off the top of my head are ones that Count is a good enabler for - and I think that it's in about the right place. Certainly, it shouldn't have appeared any earlier than part 3.
(Disclaimer: I've played games with Count maybe 20 times total, which might not be enough to have a full assessment of it. But in my experience, it's pretty good).