It's mostly those two things.
I mean, the premiere Big Money enablers still allow very good player to beat decent-and-below players. But now the top, top amazing players can pretty much always execute a just outstanding engine that can beat very good Big Money.
On top of that, Dark Ages basically added a bunch of cards that weaken Big Money, and only a few that help it (Rebuild, Scavenger, and Feodum were WW's suggestions, and I agree). The biggest blow to Big Money might actually be the major weakening of Junking attacks, which is something of a Dark Ages phenomenon. DA added several very top notch trashers that more than hold their own against Junkers. You can't just say, "Eh, I'm going Witch/BM," nearly as often as you used to. Forager, Junk Dealer, Count, and Hermit all have something to say about that--in addition to the fact that top players better understand the power of Upgrade, Remake et al, now.
Guilds follows the same trend, and between the two, they have added 2 excellent enginey villages (Minstrel and Plaza), and the coin token dynamic, which also makes you want to engine (because coin tokens allow you to store up money, delaying Greening).