Okay I had it my mind that you had about 50 cards here but it's actually only about 20, which is much more reasonable to go through. I was probably getting confused between you and Asper because you're the Seasons guys.
Thank you very much for taking the time again to give me feedback! I wish I could give your post multiple likes for each phrase I enjoyed reading

Realm Tax: I like that this doesn't fall into the trap of giving +$1 per action in play, that would get ridiculous fast. I also like kingdom treasures that give some utility other than just money and this gives +1 buy which is nice. It seems like a strong card in an engine, Contraband without the restrictions, but you would prefer to buy it later, but then it'll be expensive later so you want to buy it sooner, but then it's just a Pouch which isn't great. I really like this actually. Only real nitpick is the name, because the card has nothing to with the Tax Event, but I can see the logic behind the name. This is a great start though!
This is an old card that predates even Adventures, and I never got around to changing its name. Although it’s a fitting name, still. Back in the day it used to trigger with 3 actions in play which was too good but with 4 in recent games I rarely got it activated. But then I’m not the best Dominion player and probably overbought this card often.
Did you notice it actually counts ALL actions in play, even those of other players? I used to think this was clever and unique but in practise nobody notices it until there’s another player’s duration in play and I’m like, “Oh, I almost forgot, again!” So I’m inclined to remove the counting actions of other players.
Refugees: The top is decent, I don't think there's a card in Dominion that let's you pick the same thing twice like this does so that's something unique. It seems fairly strong for a $2 cantrip actually, +2 actions can be powerful at the right moment. The bottom is interesting, I guess it makes it hard to gain a bunch of these but also means the pile is always empty after you get one, so you have to watch out for those 3 piles! I wonder if the Refugees could just start out in the trash instead of on the mat. Interaction with other cards should be rare (just Lurker and Necromancer right?) and removes the need for the mat. I suppose you've probably already thought of that though!
I haven’t thought about putting them in the trash but I suppose it would work with the same line of text. Even though in our test games on Tabletop simulator Refugees never actually sat on a mat but right next to the Supply, I wouldn’t mind removing the need for a mat rules-wise altogether. I’ll definitely try it!
Salesman: Woooo Prime token! I have no idea how strong the effect of moving the prime token is. Calling this is like playing a Highway, which is great but obviously balanced by this being a crummy terminal on the previous turn (or whenever you played it). Oh and I guess the point is that the Prime token is unaffected by the cost change so you can make something expensive and then call these and Remodel it into something big, or make it so your opponent can't make it cheaper with their Salesmen. My guess is that this can be nice on the right board, but is weak without support, which is a totally fine place for a $2 to be. Hard to say without playing with it.
There’s a newer version of Salesman that can be found two or three pages back. It has a more unique mechanic, other than the prime token itself, but it’s even more situational which is why I didn’t put it up as the ”official” version, yet.
Trapper/ Forest Hut: I'm not sure about this one, I think I would open 3 of these with the Forest Hut almost every time. It seems kinda similar to Urchin in that it's correct to open with them most of the time and then hope yours line up bettter than your opponents. I like that this costs $2 so Forest Hut can let you get more, but Forest Hut is a bit less exciting now that Heirlooms (Pouch mainly) are a thing. Also I assume that Forest Hut replaces the same shelter for each player? I wouldn't be thrilled if I lost my Necropolis and my opponent lost their Hovel.
Before there were Heirlooms, Trapper was hot stuff! (Also it was named Poacher, then Tracker, briefly.) It’s still a good opener, but you have to get at least three which sometimes just isn’t an option, e.g. with powerful $5-cost cards around. If you didn’t open with Trappers, you will never buy any for the whole game.
Of course every player replaces the same Shelter. An unprinted update of Trapper simply uses a red band saying “Shelter: Forest Hut” and there’s a rulebook line in my mind saying it’s random each game but the same for all within that game.
Deposit: This seems quite strong, although I suppose it's hard to make a weak trasher. It trashes 2-3 cards on turn 3 or 4 and then becomes worse as you add more cards to your deck. I don't see the second ability being relevant all that often - apart from this trashing itself. I would guess this is slightly weaker than Steward, but pretty similar in terms of powerlevel and how it plays out (strong trasher that has another use later on). Oh wait it has a below the line - the second part seems more relevant now, I retract that statement. I would guess that 3 piles rarely happen in games with this still.
The effect below the line is the whole point of the card. The top part is just a way to interact with it. Balancing is less of an issue but I want this card to be fun. We’ll see about that.
Provisioner: A non-terminal draw to X thing that gets a bit better when piles empty. The novelty is a little bit lessened by Cursed Village, but this is an uncommon ability anyway so that's not too bad. Based on my experience with Cursed Village I'm going to assume that this is weak, at least until a pile empties. The on-gain is really nice though, so the card should probably be weak to compensate for that. Seems really nice on a $3/$4 open.
Cursed Village is strong, man! Very strong! That said, Provisioner isn’t, and that’s fine because its on-gain ability is powerful. It rewards you for good deck-building as it’s hight synergistic (like CV!).
Builder/Battlement: Builder's on-play effect seems fine, a mini Embassy. Weird that a card that says +4 cards on it doesn't increase your handsize. It seems on the weaker side of things, but I guess it's one of those things that is stronger when your deck is worse. I doubt Builder BM is ever a thing. I'm not sure on the whole Battlements thing though, you can only get them if your opponent plays an attack, which is already super swingy, especially with junkers and then the battlements can destroy discard attacks or if there's other stuff going on it can destroy the duration attacks too and then there's nothing to track the duration effect. I don't know, maybe it plays out differently to what I'm envisioning, you'll have to convince me on this one.
Yeah, I don’t know either. The original premise was a reaction card that trashes only trashing attack. Saboteur is gone now, it sucks with Warrior and backfire really hard with the War hex. So I changed it but this is probably too harsh. Builder and Battlement are on the brink of being scratched from the set if I can’t find a new and fun mechanic for them.
Mining Camp: This is a weird one. It reminds me of Leprechaun a bit, as a cheap Gold gainer with a penalty that's a bit random when you play it. Gaining a Ruins to hand and playing it is almost like a Boon, apart from that it junks you of course. This being a village is a bit weird at first, but I suppose that is to let you play the Ruin. I don't think the Gold gain has to stop when Ruins run out, I doubt that is too strong? I'd rather have a Silver than a Gold+Ruins a lot of the time so I doubt this is very strong. I have to say I do like the overpay on this though. It avoids the Counting House problem because it's on-gain, very nice.
Mining Camp has so many versions in consideration. If I had the time, I would test them all. You’re right, this is weak. You gotta really desperately want a Village to even buy this one. This is mainly about the Overpay effect and I can probably come up with a better top part for that.
Orphanage: This seems crazy! The on-play is already really strong and you get a free Silver? Topdecked as well? Crazy! Madness!
It’s not as crazy as you think. It decreases your hand size while only trashing one card, doesn’t thin your deck before the third shuffle (because it adds a Silver) and gives a weak bonus compared to other one-card trashers.
Reconvert: Crazy! This is so much better than Salvager, who needs that stupid +buy anyway? Seriously though, this is super powerful because of the versatility.
Not crazy! It’s one of my oldest cards and I rarely buy it nowadays because there’s usually something better available. It’s not even close to Apprentice in power level, using it as a splitter is dissatisfying, and I’m not even sure I’d buy this over Salvager in the opening.
Reeve: Ah, the $4 village with a marginal bonus, a true dominion classic. There's actually a bit of tricky play with the Estates on the opening turns, depending on whether you want to shuffle on turn 1 or not. That could be cool, I'd be very interested to play with that. I doubt you gain Estates with this very often, but I suppose just starting the game with 3 Action-Estates increases the value of a village. How does this interact with Inheritance? I assume you move the token and Estates become the inherited thing? I guess this marks the end of the crazy cards too.
Reeve is a blast!

I stuck with simple top here because the Estate thing will still be crazy to some, despite Inheritance. And yes, you can only have your Estate token on one card at a time. Inheritance permanently moves it off Manor.
It’s funny how you perceive most of my cheap cards as crazy ^^ My more expensive cards are more reasonable, I assume?
Beachcomb: Hmmm can this lead to infinite combos? Oh can it not discard any Beachcombs, or just itself? I think that could be a bit clearer on the card. I guess it can't discard any Beachcombs because otherwise you can get infinite VP with Monument and Bustling Village or a +1 action token. Not sure I'm a fan of that ability in general though honestly, seems like a pain to track. The on-gain is weird too, I guess it's useful with mid-turn gaining or Horn of Plenty or something? Seems like the kind of thing tht would be better suited on a card that can trigger it itself.
This card exists because I wanted to try the bottom part and my set needed terminal draw badly. Discarding three cards from play might be overdoing it though. I might limit it to one and make the on-gain better to balance it out.
Benefit: Seems at it's best with a $2 cantrip on the board to pick up with a $5, or a good $3 and $4 card. It seems potent on the right board, but quite well balanced to me. I wonder if the reaction should exchange the gained card now that that's more of a thing? I suspect that if Trader was a new card in Nocturne it would exchange the gained card for a Silver.
One of my oldest cards that just always worked. Also my personal favourite. You got the gist of it pretty accurately. I will change the wording probably.
Building Crane: Did I already talk about this one, or was that a different version? $5 is steep for a one-shot, although it does make itself cheaper. This might be crazy with +buys?
There’s already a different Building Crane that tries to solve its problems in alpha stage. This just sits here as a placeholder, to be honest.
Juggler: This is odd, you'll return the Curse unless you need that $2 or have something else to do with the Curse. Keeping a Curse around to try and block opponents Juggler seems bad. It's weak next to Witch and Mountebank but I suppose they're pretty good so that's fine and there are tricks to do with this so it might be fun.
Old card, and well-tried. It’s outclassed by the attacks you mentioned but that’s no surprise. Apart from that it’s always relevant in a Kingdom and fun to play with.
Reparations: If you gain a card with this and empty a pile do you get +$2? The "at the time you play it" wording is confusing me. If you aren't supposed to then I'd switch around the abilities so the +$ ability is on top. This is weak until it starts giving money, but it's a gainer so it's going to have utility when that's a good thing to be doing. I like it apart from the confusion.
The “at the time you play it” clause is trying to avoid confusion but I guess it fails at that. The gaining part is on top to make it stronger; it triggers off itself if you empty a pile with it. Maybe that’s not worth the confusion. I could swap it around and give it another slight buff. If it even needs one…
Riverside: I used to live on a riverside, although it was in the middle of a city so it wasn't as nice as this one. I suppose you would have to do a calculation, but I guess in most kingdoms this will end up being 4VP without too much work. I guess the Prime token movement isn't that strong then, because this is usually worth enough VP to justify the $6 cost?
This comment and the one on Shire made me chuckle. Not much to say about either. Riverside should really just be worth 1 VP per different cost not make it less swingy.
Chancellery: Very similar to Obelisk, but it makes the pile cost more, which is cool. Then in games with Prime token cards this becomes more tricky. Maybe you could have this in the setup of a Prime token card because that seems like the most interesting case for this, to make sure it's different enough from Obelisk. I can see why you wouldn't want to do that though and this is fine as is anyway.
I agree with your last sentiment.
In terms of an overall set I think it could do with another terminal draw card? We normally get about 2 per expansion I think, right? Not much terminal payload either actually, like your Wine Merchants and your Farmers Markets and your Sacred Groves and the like. There's a good number of villages and trashers though. Well there's a lot of stuff I like here, the cards seem pretty coherent with clear concepts for the most part. A few things I'm not convinced by and a couple that I think are crazy. Nocturne might have made a few a little redundant too, but nothing glaring there. I would love a Peddler variant too, everybody loves those! That was my main gripe with Nocturne, although I suppose 2nd edition base is now 50% Peddler variants so I guess we needed a break from that. Oh and this a tree card to justify the Roots and Renewal name. Err well there's my thoughts, hopefully you find them at least slightly useful! Feel free to tell me that I'm an idiot too, if I've just said a load of rubbish.
Thank you again!
Roots and Renewal is supposed to be large expansion which should have three terminal draw cards. Currently it has four that don’t discard: Refugees, Beachcomb, Juggler and Warlord but Beachcomb is the only one that draws at least 3 cards AND is available from the start of the game. The set also has other draw, like Builder, Provisioner, Reconvert, Building Crane and Savior. Two of these might get switched out, though.
You’re right in that my set could use more payload cards, and I’m currently working on some. Caretaker is in alpha state and wants testing. More are on their way.
There’s still a lot of room for improvement. I’m very critical of my own cards and would rework them even more often if I had the time. Eventually, I want there to be 30 good, fun and balanced cards.