I think it is most appropriate at the $5 price point to group the actions by what they do to see the relative strengths. Yes, these are not perfect (witch is after all a terminal draw and a junker, but... it's more of a junker than a drawer).
Junkers: Mountebank, Witch, Ill-Gotten Gains, Cultist
Terminal Draw: Wharf, Torturer, Ghost Ship, Margrave, Vault, Embassy, Catacombs, Rabble, Council Room, Library
Non-Terminal Draw: Hunting Party, Laboratory, Stables
Silver+ Treasures: Venture, Royal Seal, Cache, Contraband, Stash
Trash (from hand): Apprentice, Upgrade, Junk Dealer, Counterfeit, Trading Post, Graverobber, Mine
Terminal Money: Haggler, Jester, Merchant Ship, Mandarin, Explorer, Harvest
Village: Bandit Camp, Bazaar, Festival, City, Inn
Cantrip +: Highway, Cartographer, Market, Treasury
Trash (from opponent): Knights, Rogue, Saboteur
Other: Governor, Minion, Tactician, Duke, Count, Rebuild, Horn of Plenty, Band of Misfits, Pillage, Mint, Mystic, Tribute, Outpost, Counting House
What does this tell us generally? Well, nothing we didn't already know, but it does say something about the mechanics...
-Junkers are very strong
-Terminal Draw is strong
-Non-Terminal Draw is good
-Silver+/Gold- treasures are very weak
-Trashing is a mixed bag. Having a +Action makes them much better.
-Terminal money is pretty weak.
-Villages and cantrip+'s are middle of the road... useful, but rarely important on their own.
-Trashing from your opponents is pretty weak.
I find it most interesting looking in the other category. A player just reading the text of Counting House and Rebuild would probably not be able to guess one is really strong and one is really weak...