I honestly do not like the fact that you are looking to remove cards from a game that enhance different aspects of Dominion. There are several reasons why I think it's the wrong way to look at Dominion.
1) It takes a game/expansion DXV balanced and unbalances it.Let's look at the cards you've suggested to eliminate from the Base set; the cards are chancellor, chapel, woodcutter, thief, and cellar. Already you've taken away one of the four cards in that set that provide +Buy, one of the five attack cards, a card that helps create strong engines (chapel), and a card that helps you not to choke on victory cards (cellar). Assuming a game with no moat on the board and with base set cards only, Witch becomes REALLY powerful now since your opponents cannot trash fast nor create an engine that won't easily choke on victory cards or curse cards (something that cellar helps with GREATLY). I could go Witch+Big Money and win every single time since I know that you can't hurt me because Thief will NEVER exist in any upcoming game and even if there's a Moat, I know I can break through eventually since you won't have a moat every time in your hand. Essentially, you create instability when you remove cards you "don't like" from a game.
2)Where will you stop?Well now you see from my previous example that Witch+Big Money is essentially unstoppable due to the fact you've removed most cards that help counter Witch. So now you say "Well, let's just remove Witch then!". Now you think the game is "balanced and fun". However it's clearly the opposite; you just end up shifting the power.
Since curses cannot be handed out, Militia becomes another key card that can change the game. A couple more games go by and you find Militia annoying every time your opponent plays it because you can't build your engine while he's reducing your hand and throwing around massive combos. So now you've removed Militia. Bureaucrat then steps up to the plate for the next couple of games and you then decide to remove it too due to the massive amounts of victory cards in your hand. Then you might as well remove Moat because it serves no purpose now, four of the five attacks are gone. Spy is a weak attack and Moat doesn't do anything substantial against Spy.
Well....since spy sucks, let's just get rid of it too. More games go by and you notice that someone wins a lot because he's just buying as many cards as possible with tons of Markets and Festivals and then buying the Gardens to really have a high score. You remove Markets (since it replaces itself) and Gardens (so no one can just buy tons of cards and win) as a result. Now look at your Base set.
Out of the 26 cards you've started with, you have removed 12 and are now down to 14 cards with no interactivity between them (no attack cards are left). It's essentially the same game every time (something the Base set already suffers from) since there isn't enough variation between the cards to change the game at all. You've essentially neutered the game because one strong strategy emerges every time and have created a game that doesn't push any creativity or improvisation. This effect gets exasperated more as you add more expansions since you'll get connections between them that are really deadly. For example, Goons may be gone, but you can still do the famous Kings Court + Goons + Masquerade Pin with Militia substituting Goons (no victory tokens on the side, just the pleasure of watching the world burn). Might as well remove those cards as well if you dislike that combo. This point essentially goes back to point one and just throws off the balance, but once you've taken enough cards away and you've finally achieved a perfect balance, the game is below average at best and nowhere as good as it used to be.
3)Dominion is a learning experience.I do not like loan (why should I trash my treasure?) and the cards that use the add-ins. no longer seems dominion if there are extra components!
This is what makes Dominion special; the fact that you learn as you play more games. I thought chapel sucked when I first started, I mean, why would you want to trash your precious money? It's CRAZY!
Then I started seeing people beat me because they got all the curses, coppers, and estates out of their deck due to Chapel and created an engine that buys two provinces every turn. So I LEARNED that Chapel helps speed your deck up tremendously. Loan is the same way. NO ONE wants coppers, which is why loan is there. It doesn't take up actions, and if you are building a engine friendly deck that generates virtual coin, Loan just get's rid of those coppers that get in the way. You learn when you play Dominion. If someone keeps winning when they buy Chapel, don't remove it from the game! BUY CHAPEL THE NEXT TIME YOU PLAY!
Also, the extra components EXPAND (hahahaha) the game and cause you to think differently, causing you to LEARN different strategies. Intrigue adds more interactivity, something the base set lacks. Seaside adds duration cards which help you for two turns, something that didn't appear previously. Alchemy added a new treasure and cards to buy with it. Prosperity added MORE treasure and victory tokens, points that don't clutter your deck with cards that are essentially useless until the game ends. Cornucopia tells you that "It's okay if you buy one of everything because here are some cards that reward you if you do!". Hinterlands shows you the cool effects of buying/gaining, something that helps you out instead of having tons of buys but not many options. Dark Ages trashes (hahahaha *slaps knee*) the myth (for newbies) that "Trashing=Bad" and throws in cards that ENCOURAGE trashing. I would talk about Guilds if I knew more about it, but it will do the same thing!
Dominion forces you to learn. You don't learn when you remove cards you personally don't want to see.
That's why I disagree with you and encourage you to play with ALL the cards.