Could this version of Morning still cost ?
Here the ideal in an engine is picking up 2 of them to play each turn, starting with the lab play each time. You get the same total as smithy and caravan. It's good to do most of the time, and again opening with them both is often strong.
Is it interesting? Maybe, if this 'get 2 and no more' strategy isn't scripted too often.
Tiara - silver gainer that like Feodum can be a bundle of 3 at once, if you trash this on first play; or it's a Treasure single silver gainer that empties the pile quite quickly if you trash a silver. So it likes the Silver strategies, Tower and maybe Gardens, or generically improving money density in the deck.
Useful in several situations in different ways, it's interesting.
Valkyries - the on play is simple and a bit better than Sleigh. When it reacts, it gets a Horse for immediate use; it's a good way to do 'you may discard this for draw', a reaction I've seen tried a lot of times.
So yeah, a horse gainer that uses horses well, it's quite interesting.
Workers - very simple, it's like fishing village where you choose when to use the extra Action in exchange for the Duration aspect. You have a lot of Villages here that can't draw, but it's good that this one doesn't so the Villager can more often be carried over.
Only a little bit interesting, and maybe it's a $2 in strength.
Amazon - another non-drawing Village initially, but it simulates draw in cool ways. The next gain to hand bit is very nifty with gainers, and you will likely have the Actions to use whatever you gain straight away. Without gainers, you can still gain the Amazon's own Horses to hand.
One of my favourites here so far.
Emissary/Coin of Honour - Emissary is a bit like Priest with a Copper handout in place of the extra $, so probably worth $4. The attack is quite gentle compared to early official ones, a good thing in my mind. Sometimes it's even a gift and not a hindrance; though thinking this as a trasher might be a mistake if opponents use this as well. That might take the interest away a bit.
Coin of Honour... doesn't have any particular interaction with Emissary? Useful in itself though, reversing draws to save them for later turns; niche and not particularly affecting game balance.
So Coin could pair up with something it interacts with a bit more, and maybe Emissary doesn't quite do enough for you if its trashing is neutralised by opposing Coppers.
Faithful Knight - the single +Card makes sense with the Villager option, but it might be better changed to something else. The way it can give VP without encouraging furtherance towards game end can mean games go on for ages, but then if it's close changing some VP to Coffers to buy a Province might get you ahead.
That's an immediate decision; so now I'm thinking if this needs to give Coffers and Villagers at all, and not just +Actions and +$ instead. It seems much simpler, and saves on potential Coffers hoarding too.
So all your VP tokens get 3 possible functions. That's maybe interesting, or too complicated (or maybe high skill) or narrow to be worth the VP loss that often. Hard to tell.
Or I'm too tired. I'll stop there for now.