Thanks for taking the time to write up something for each of the cards, Gazbag. I very much appreciate it.
Removing the "to hand" from Lair would simplify it quite a bit, so I have nothing against removing it. I kind of feel being able to buy Wisp for 2 might push it a bit too much, though?
Waggon Village I originally designed to gain Coppers to topdeck it, but (strength aside) that had issues with lose-track. Not a real reply, just some additional context.
I admit Sewers feels redundant with Research. Let's kill it.
For Executioner and Gallows (sorry about my low English skills popping up here and thanks for explaining it 🙂), those began with the names and the feeling such cards should be in Dominion.
Executioner's focus was actually the double-hexing when I designed it, and it gives out the Hex once first so you can make an informed decision specifically because some Hexes don't stack. Originally it was just a Hex, then a choose one between +2 coins and the doubling. I made it gain Silvers tolimit how annoying the card can be, considering what a terrible drag games with e.g. Werewolf can be, where those do nothing but multi-hex you and draw more Werewolves... Also Explorer stinks, so no regrets here.
I compared Gallows to Baron because for some time it gave the Gold in hand, and well, it doesn't anymore. I will just remove the Looter type, but even then it's only very mildly interesting.
Any thoughts on Docks? I kinda like it to be honest, but it might be a bit strong, maybe? Originally this was a Smithy for 5, but it seemed like it would make BM too dominant. This still can just gain a Silver each turn, but I hope that'll rarely be a good strategy. It's a fix to the Road problem that again is inspired by some other threads.