Updated comments:
Siege: As stated by AdrianHealey, completely blocking Events does seem pretty harsh. How about giving out Curses when opponents buy Events, a la Swamp Hag? Also, why does it now require the Event to cost at least $2? It didn't do that before.
Escort: It still doesn't hold opponents accountable.
Fortified Village: Nothing new to say about it, since it hasn't been changed.
Lagoon: Much better.
Market Day: It's okay, I guess. I don't think I would buy it, though, unless there was no other source of +Buy, and I don't think I would overpay for it even then. It's almost strictly worse than Travelling Fair.
River: Far better than before. It does seem weird, though, that a River would interact with Ruins, and isn't a Victory card. I can't think of any better names either, though.
Settlement: Good; now there's a reason for it to be a Reserve. It does seem to me to be too much stronger than a Duchy to only cost $1 more; it should probably cost $7 or even $8.
Trading Vessel: Since it hasn't been changed, I don't have anything new to say about it.
Decay: Now this one is interesting; I'm not sure how well a cost-reducing event would work, though.
Cottage: This is pitfalls #11 and #19 in the Fan Card Creation Guide; this not only doesn't encourage buying cards or use up finite resources like Bishop, Goons and Monument do, but it even discourages buying cards, easily making the game go infinite. It's second special (coins to buys) is useless in sets that don't have any +$ granting Action cards.
Reconstruct: Oh boy. There are two massive problems with this one. First of all, it's too weak. The top-half without the attack is only about a $2 or less effect, and the attack is basically Tax Man's, but that card's attack isn't the reason we use it; it's just an added bonus. I would still buy Tax Men if they didn't have the attack at all but cost the same. Second problem is that it is pitfall #4. Do you really want to make players wait every single time they ever draw any card, even between drawing multiple cards during their Cleanup phases and while resolving cards like Smithy, to see if anybody will react to it? This could probably make a single dominion game turn into a game the length of Monopoly, just because it takes 3 seconds for every single card draw.
Here's my suggestion for it:
Reconstruct:
+1 Action
Trash a card from your hand. Gain a card with up to the same cost, putting it into your hand. Each other player discards a copy of the trashed card (or reveals a hand with none).
At the start of another player's turn, you may discard this from your hand. If you do, reveal the top two cards of that player's deck. You may discard one. Put the rest back in any order.
Cost: $4
Action - Attack - Reaction
This way, each player only has to wait at the start of his turn, and it's stronger (and cheaper; even with this buff, $5 is too costly).
Scenic Village: This one is very interesting. My experience has shown so far that infinite Actions really aren't that different from +2 Actions, so $4 is a good price point, since this is strictly better than Village (exception: Diadem).
Stronghold: Like I've said in an earlier post, I don't know why you decided to make it at the start of your Buy phase instead of at the start of your turn (the names of the phases are supposed to be capitalized, by the way).
Reinforcements: Both of those are really nasty. Probably too nasty to only cost $1 more than Smithy.