First thing that jumps out with split piles is that each individual card will usually be unevenly split between the two players. Losing a split 3-2 is not commonly going to be a big deal, most likely - but may be significant for pile control if a particular split-pile card is the only +buy on the board.
Gladiator is simple at a glance. I think I guessed in the teasers thread that supply trashing might turn a terminal silver into a terminal gold, but I wouldn't have seen the player interaction aspect coming. Seems a little difficult to get this off early, especially with the terminal-ness making it hard to reveal other actions. I suspect that you usually only want the one of these, maybe getting a second if you need the Fortune and your opponent ignores it. Gladiator BM might be reasonable on Shelter boards, if that ever comes up.
Fortune seems absurd. $16 is a massive price, of course, but you can buy it from having just $8. Assuming you have the one Gladiator and are drawing your deck, this takes your money payload from $8 to $14 to $22 over a couple of turns. Amazing if the tools to control your deck are there. I imagine there's going to be some gameplay with Gladiator reveals in order to get the first Fortune buy. Perhaps you intentionally don't reveal a card you have so as to mill down to one Gladiator left, for example. Hey, it has +buy too. Perhaps you just get three Fortunes to their two to maintain pile control. Would be an amusing game that comes down to that.
Settlers is a Peddler variant. Always a cantrip, sometimes it hits a copper and you're happier. Kind of sucks that it has a 7/12 chance of whiffing on the first shuffle - you have to let your deck grow a little more for it to be good. Sort of Counting House with less opportunity cost, but going to be nice in bigger decks.
Bustling Village is potentially a lot of value. It can be +2 cards, +3 actions, +$1. This is one where I think you want the 3-2 Settler split to go your way - it's difficult to connect even the first Bustling with only two Settlers. On its own it is a double Village, which is probably valued in the awkward $4.5 spot. You could always force the issue on both cards with some sifting - Sage is particularly cool.
Catapult will slow games to a crawl. It's a slow trasher to begin with (terminal, one card at a time, very little economic benefit to you), then on top of that it offers a two-pronged attack while also discouraging trashing your real junk i.e. curses and estates. Catapult games might start similarly to Ambassador games - you throw stuff at each other while struggling to find the time to build. Two is a nice number of these to have, but you can always chuck the third catapult at the other guy for the curse. Silvers are obviously the best fuel for this card, and it works great with anything that can continually supply them.
Rocks, fortunately, are filled with Silver. One Rock is three doubly-activated Catapults, and that's a big deal. Not to mention trashing the Rock is an immediate economic boost. It may be hard to find the time to buy the third Catapult and uncover the Rocks, perhaps when you're sure the other guy can't hit 4 next turn.
I like these cards a lot more than yesterday's previews. Those debt cards were mostly self-explanatory, while these cards are interesting, offering decisions and interaction.