A few oddities from my point of view:
Storyteller << Stables
Storyteller is a very good card - as good or better than Stables, IMO. It's easy to compare Storyteller to Stables (a very good card) and Apprentice (a great card) and note the pros and cons.
Storyteller vs. Stables: In the worst case, Storyteller is a cantrip, Stables is useless. When playing/discarding a single Copper, Stables is considerably better. Playing multiple Coppers to Storyteller is arguably worse than discarding a single Copper to Storyteller. When playing/discarding a single Silver, Storyteller and Stables are almost equally valuable (with Stables, the discarded Silver can be drawn again). If more than one Silver or a single Gold is played to Storyteller, it is considerably more powerful than Stables. Storyteller is also much more flexible.
Storyteller vs. Apprentice: Apprentice generates no immediate value from trashing a Copper, Storyteller filters up to three Coppers. Trashing a Silver to Apprentice provides the same benefit as playing one to Storyteller. Removing the Silver from your deck is of variable utility. But Storyteller can play multiple Silvers to achieve fantastic card draw. Apprentice gets fantastic value from trashing a Gold, but Storyteller keeps the Gold in your deck and can generate even more card draw with multiple Golds and Silvers at the cost of some coin this turn. Apprentice can, of course, trash non-Treasure cards, and is overall better for it. But in decks where Apprentice-Gold is a good engine enabler, Storyteller can be as good or better.
Other benefits: Storyteller can also convert coin from actions into draw. You can turn Peddlers into Labs, Festival into Lost City + buy, and activated Conspirators into super Laboratories. Occasionally, this can be undesirable, but usually with smart play and deck-tracking you can use your Storytellers to draw exactly as many cards as desired (your whole deck, of course!) without wasting any extra coin. Storyteller can also enable some shenanigans with kingdom treasures being played during the action phase. I'm not familiar with all of these cute interactions, but consider gaining with Horn of Plenty and drawing the gained card in the turn, reducing the cost of actions via Quarry to Remodel a Curse into a good action, or top-decking all gained cards with Royal Seal.
Festival << Bandit Camp
On net, Festival provides -1 card, +1 action, +2 coins, and +1 buy. Bandit Camp provides +1 action immediately, and -1 card, +3 coin at some point later. +2 coin, +1 buy is about as valuable as +3 coin, and getting the benefit immediately is better than getting the benefit later (or not at all if it is late enough in the game). Festival synergizes with draw-to-X and is a decent card in alt-VP rushes. Bandit Camp synergizes with cards that can get unusual benefit from Spoils (Counterfeit and Storyteller, I guess). Ultimately, I believe these cards are similarly valuable, but Festival gets the edge. I also think Bazaar is very similar in value to these two cards, but I can understand people valuing +1 card over +1 coin, +1 buy.