(Feel free to give feedback on some of my cards => See signature.
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Scaffolding:
Seems a bit niche. The fact that it's 'exact' 2 more makes it cool. I am bit uncertain about the latter part. Would you ever (I don't know) trash a market for a 3 and 2 card or whatever?
How about: 'or 2 differently named cards equal to the value of the trashed card +2?'
Henchman: A marauder with more options. Sure, why not. I am bit underwhelmed, but it works.
Miller: I don't think I would overpay for the ovepray effect. If I can pay 5, why wouldn't I take a $5 card? If I can pay $6, why not take a gold? It's not like the card is worth that much more. It's a lab when you have lots of action cards. Otherwise, it's a non-terminal copper. I don't like this design - but I do think it's balanced - because the proper strategy when you have Miller is: 'get more, period'. Because the more you have, the better they are. In general, I tend to dislike those cards personally, but regarding design: I think it works and it's reasonably priced.
Trout Stream: Haha. I'd actually consider making it worth 4 VP, to be honest.
Cobbler: Haha, like it. Promotes diversity, something I like.
Hangman, man, that's a cheap looter. I am not sure about that. And it's a card that is only negative for our opponent (like sea hag). I tend to not like those kind of cards. Here is a small suggestion.
$2 Action-Attack-Looter - Hangman
+1 Action
Trash this.
Reveal your hand, if your hand has an Action card, each other player gains a Ruin. If you do not, you gain a ruin and a spoil.
_________
When you gain this, gain a Ruin and a Spoil.
Now it can only loot once, which seems more appropriate for $2.
Bandit: 'your opponent' => what if there are multiple opponents? Also: if it's an attack, it can be moated. What happens then? Does nobody gain anything or do you gain a copper?
Sheriff: Haha, that's a nice interaction. I like it. Although it does create the possibility for politics, which is bad. (It's worse politics than thief.)
Neigboring Village: Man, that's harsh. Maybe the gaining should be optional? (Maybe fun thing: make it than you can put the trashing token on an action supply pile. That way neighboring village interacts nicely with itself.)
Prospector camp: sure, why not.
Maid: haha, the ultimate engine enabler. I mean, this card is fucking amazing when it's good and it's useless in big money. I kind of think it's just too good.
Pavillion: sure, why not. Bit niche, but why not. Should probably still be +1 Action, though.
Butler/footman: Sure, why not?
Gem: cool. I like cards that promote not buying them a lot. This one looses power when you have multiple. I would turn it around, btw: +$$1 and when it's the fist you play: +$2.