I'm still trying to figure out Cathedral.
Recruiter seems VERY strong. It's basically the inverse of a Witch.
Boarder Guard seems very weak and confusing.
Inventor seems much weaker than Bridge.
Patron seems very weak.
I like playing Actions during Buy phase.
Projects seem strong in general -- most projects make a deck strictly better than a deck without said Project.
Border Guard is an excellent sifter, especially with Lantern activated. It's not a powerhouse, but 2's shouldn't be. I like it.
Quite the contrary! They can't be used in exactly the same way, but Inventor helps you out much more often than Bridge when you can't go for the megaturn in my experience. I found Inventor to be much more flexible and is probably my choice for most powerful 4, saved for Sauna.
Patron is ok. It's nice to load up on them on a boad when revealing happens pretty often and get the bonus regulary. Maybe that is more fun that good, though. Don't know yet.
Projects are sweet. In fact I want to get my impressions on them real quick. They are definitely the most interesting thing in Renaissance.
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Some radom impressions:
Cathedral: Best trasher thing ever, less pressure and more fun than Donate. With discarding attacks you will have a hard time though.
City Gate: Neat and very useful as soon as you need to connect something or wants to know what is top of your deck, otherwise a bit lackluster and skippable me thinks.
Pageant: Sweet bonus. Feels kinda like a Borrow without a downside, so cheap that it is almost always right to buy it.
Sewers: Makes every weak trasher splendid. Sad, like Tomb, when there is no trashing at all though.
Star Chart: Ugh. I always make the wrong choice, when I put villages on top my draws are nowhere to be seen and when I gamble and put the payload on top of course no villages joins, and I rather get screwed by RNG than my own judgement. Not a favourite even though I see that it's strong naturally.
Exploration: Niche, but therefor fun. Can absolutely give an edge in a slog or at the end of the game where you dud pretty often.
Fair: Vanilla and good. Seldom game changing, seldom regrettable.
Silos: Don't like it. Don't like it at all. Either it's early in the game and the coppers you discard just become green cards or it's late in the game and you hardly use it much. Not denying it can be good, but not too fun for me.
Sinister Plot: Amazing. I love saving for megaturns even tough it might not be the best choice all the time. Still always fun to use and the decisions to do is exciting.
Academy: Much worse than it's sibling Guild Hall. Can be neat but I skip it often without getting too burned.
Capitalism: The times it's game breaking is not very often at all. Fun, but surprisingly mediocre on full random.
Fleet: Yet to see a game where this would mattered. Strange and a little disappointing.
Guildhall: Power house. Changes board completely. Like to use it.
Piazza: Nice way to achieve a splitter but like Herald it can be a luck-trap from time to time. Slightly annoying.
Road Network: Cool thing, but hard to evaluate since you don't diectly see the effect your opponents get and your own don't feel too great. Decent I guess.
Barracks: Vanilla and as good as you might expect. Not too exciting though.
Crop Rotation: Surprisingly good for it's price, but not too fun.
Innovation: Fantastic. My favourite trick is buying Swamp Hag every turn *evil grin*
Canal: Eh. It feels like it is a power house, but I have lost with it in ways that shouldn't be possible. The opportunity cost matters significantly, I think.
Citadel: Yeah. Good. I don't know. Think I have seen it a bit too little to really judge it yet.