Thoughts on card strength...
Gendo brought this up in a Fan Cards thread, but Ratcatcher seems pretty strong. Cantrip trashing for $2 is a steal! I think that the one turn delay for being a Reserve card will actually be significant though. Nonetheless, I can imagine opening Ratcatcher/Ratcatcher.
The Caravan Guard reaction is interesting in that it might not actually defend you against anything. It just gets you +$1 earlier and makes it less likely for the card to miss the reshuffle. On its own, I can't think of any attack that it actually defends against. Against discard attacks, it doesn't have the same drawback as other cantrips. It helps a bit against Minion. Not sure what else.
Hmm... I neglected to mention it above, but I think the effect on Dungeon was submitted in a design contest as well. Dungeon seems pretty weak to me. Well, it's weak when you play it and decent on the turn after that.
Miser looks like a much better version of Pirate Ship, but still not amazing.
Artificer looks like a killer combo with Scrying Pool.
Bridge Troll vs. Cutpurse, the first attack is stronger (guaranteed money cut) but it doesn't stack. Bridge Troll vs. Bridge, Bridge seems better except Bridge Troll kicks in on your next turn as well, making it a little easier to get multiples into play. That (and the attack) might be enough to make it preferable to Bridge, actually.
Treasure Trove sounds pretty good for money games... Actually, I think it might be really good with Gardens. A weakness in many Gardens strategies is that it falls behind if it can't end the game fast enough. With Treasure Trove, the extra Gold may actually help the Gardens player spike a couple of Provinces. I don't know, maybe that's just crazy talk...
The Page line is pretty interesting, but I worry that it might be as centralizing as Cultist and Rebuild. Champion is obviously extremely powerful, especially considering Warrior. With Champion, every Warrior is a Lab and the attack stacks painfully. Warrior only hits $3s and $4s, but I think most engines still rely on some of these mid-cost cards (cost reduction just makes her scarier). Warrior herself costs $4, which means they can trash each other and really set another player behind. I'm thinking that ignoring Champion could be disastrous even though it takes five shuffles to get her into play, just because a stack of warriors can be so destructive. You have to race for it and hope to get a Hero before it's too late. Hero can't die to Warrior (without cost reduction) so you can eventually get a Champion in play to stop a barrage of Warriors. I guess it's a good thing that there are only 5 Warriors. Other than that, it's worth noting that Treasure Hunter and Hero put treasures into your deck, which slows down Champion a little bit (she would prefer a deck full of actions, I think).
I like the Peasant line a lot. Peasant has the same vanilla bonuses of Herbalist (and going by the art, he likes his herbs plenty). Soldier is a fraction of a Militia. Fugitive is that Lab+Discard we've heard about in the secret histories. Disciple is a cool throne+gain and Teacher is a token-giver. I actually see less mechanical cohesion in this Traveller line, but that's OK. I think this is more of a support line that complements another strategy rather than being a strategy unto itself. The first three cards all fit well enough into any strategy. Disciple wants more actions and helps you get them faster, and then Teacher enhances your action-filled deck. If Disciple has gotten you many terminals, you can move the +1 Action token there. You can distribute the other tokens as desired. I do wonder whether it was necessary to restrict Teacher from putting multiple tokens onto one card. OK, yes, that could be very powerful, but Champion still seems like a bigger deal. It would take a lot of work to play Teacher that much anyway!
Save seems like a really powerful Event. It is really handy with Moat and Watchtower, at least!
How often is it a good idea to open with Bonfire to trash two Copper (or maybe Necropolis and Copper)? Consider, it's often a good idea to open Great Hall just to trash Hovel.
Ferry seems like it could be ridiculous with BoM, Haggler, Border Village, etc. Man, it might even make Talisman a really good plan...
I think Plan will be tough to play with. You should probably buy it early if at all, and then you want to choose a pile that you want to drive that also isn't too expensive. It seems a little less valuable for trashing Copper just because it means you have to keep the Copper in hand (thus costing you $1 that turn).
Also, I just noticed that Seaway is price-restricted... you can only move the +1 Buy token to the pile from which you gain a card, and that card has to cost $4 or less. Huh!