I voted, but am not planning on participating in the debate due to moderator bias and what-not.
But I will point out something stated before, that there's no real reason for Reserve to be a type or keyword. (This isn't meant as a pro-reaction stance, because it doesn't really affect the desire to make a reserve vs a reaction). There's no rule stopping a non-reserve card from moving itself to your Tavern mat when you play it (wouldn't be any different than Island or Prince really). And Copper is a non-reserve that can end up on your Tavern mat.
Sure, but Copper can never be called from the Tavern either. I think the reason for the subtype is the same reason why Duration is a subtype - because it's a class of cards with unique timing and a common, complicated mechanism that has its own FAQ. Timing is also the reason why reactions have their own colour.
Neither can Distant Lands nor Wine Merchant.
Durations need the type because there's a rule that makes them different; they aren't normally discarded at the end of the turn that you play them. Reaction is the better comparison; I do believe every reaction card would be completely unchanged in behavior/effect if you removed the type from it. The type is there to add the color; the color is there to help you notice it at a time that you aren't normally looking for a card in your hand to play.
But reserves shouldn't need such a reminder; the fact that they are on your Tavern mat should be what tells you to notice them when you aren't looking for a card to play. But perhaps the color is helpful when looking at the Tavern mat to separate them visually from all the Copper's that you can't do anything with? But then Distant Lands is sitting there, sharing that color and yet being impossible to do anything with it.
Actually what I think I'd have done (and obvious disclaimer, I'm not game designer), is to not make Distant Lands a reserve at all. You could still put it on the Tavern mat if you wanted, but it might make more sense to just have it be set aside instead. Then it's worth points if it was set aside that way. I know, possible confusion with something like Haven or Gear that could set it aside in a different way. But I'm sure there's ways around that.
The other note is that I'd make Miser have no interaction with the Tavern mat. Just have it set Coppers aside and count the ones it set aside. This way the only things on your Tavern mat are things that trigger at special times. In which case, no need for a special color at all; just look for any card on your Tavern mat.
Anyway, it's a very minor complaint. I dunno why I'm sidetracking my own thread with it.