You seem to be quickly getting better at designing fan cards. I like these recent ones.
Coppermine looks like a much improved Coppersmith. I like it.
I think Igloo is my favorite. For some reason, I really like action-victory cards in general.
Personally, I house-rule that buying IGG (or Haunted Castle or Raid, etc) counts as playing an attack for the purpose of any reactions. Then again, I don't play with IGG in my real life games, and I haven't yet introduced Raid to my home play group, so Haunted Castle is the only time this house rule has actually come up. I might try out Glacier though, because it looks much less likely to cause the un-fun rushes that IGG does. Because of its cost and it being a dead card once it enters your deck, I think trying to rush them before you already have some kind of engineish thing going would be a bad idea.
as for the travellers:
- Churl: Making other players discard the top of their deck is not an attack (see Tribute). In the early game especially, it's more likely to help them than hurt them. Maybe have them reveal the top card of their deck and discard it if it's an action or treasure? (like a cross between Spy and Rabble)
- Drifter looks fine.
- Mountaineer: Stronger than Lab which is stronger than Fugitive, which is already strong for a $4 cost. Fugitive is okay because it's a traveller, but Mountaineer is probably too strong even for a traveller. Might be okay as the $5 traveller in the line.
- Fur Trader looks fine, not as strong as Teacher or Champion, but still very good. OTOH, Hunter looks like it might be just as strong as Fur Trader. Compared to Disciple though, it strength might be okay. It looks like you'll want to keep your Hunters for a few turns before exchanging them for Fur Traders.