Okay, I have been posting my cards in batches. This is most of the rest of what I have. It includes a few more cards exploring the passing mechanic. I know some people have been wary about this privileging one player over another, but I think it works well enough, and especially in the two-player context that I and the friend for whom these are going to be a gift play. Still, I welcome considerations that might affect 3- and 4-player.
Regent
The player faces a dilemma: use a powerful, almost-Grand Market, one-shot action then give it to your neighbor along with the two points and hope it makes it back around to you before endgame, or retain the points for yourself.
Changeling
A sort of Golem variant. Should maybe cost $4. You steal an action from your neighbors deck and play it as your own. The card must be played, even if it's something you'd rather not (e.g., ambassador in a hand full of good cards, or mandatory trasher) and keep it. In exchange, that player gets the changeling in their deck.
Cursed Idol
Playtested this initially as a copper costing $3, but it was too powerful when stacked. Increased cost to $4 for beginning-of-game purposes, decreased coin production to $0. The drawback to such a powerful curser is the -1VP of the card itself, and the top-decking of green. The common -VP critique about disparity in power between trashing and non-trashing games is mitigated, I think, by the fact that good trashers also mitigates the cursing effect.
Antiques
Modified version of another fan card I saw, though I'm not sure from where now. An expensive copper initially, worth more than gold once a pile is gone, and worth a point if the game ends on three piles depleted (or more). A sort of city variant that is nothing like city in type.
Concubine
Originally started as a Harem variant. My wife and I have played with this card for quite some time, and both really enjoy it. It is, admittedly, quite strong, and especially in its weakening of handsize attacks by setting aside coins immune from opponents.
Shaman
A two-shot card, essentially. The first time, it is a lab. The second time, akin to playing two villages and a smithy (start turn with 2 actions, 7 cards). But then you have to give it up to an opponent, top-decking it even.
Buried Treasure
A variant on Fairgrounds, Horn of Plenty, and Bank. Weaker than bank in that variety, not simple numbers of treasures, determines value--so a giant hand isn't necessarily a boon to it. On a board with no other kingdom treasures, it maxes at $4/4VP (or $5/5VP with Platinum). With more, it can rival and surpass Province for points (as the cheaper Fairgrounds can ion many boards).
Iconoclast
One of my earlier ideas. A bishop variant. But instead of rewarding you for trashing higher value cards with more VP tokens, it attacks other opponents VP tokens, or doles out curses if they have none to lose. Players start with some protection, according to number of players. Giving coin still encourages buy, and it faces the same constraint on limitless game by forced trashing--you'll eventually run out of cards. That said, it faces the exact same combos that bishop has for extending the game. It lacks, however, the benefit to other players that Bishop has, so I wonder if, upon playing, all other players should draw a card or something.