Okay, here are my Kingdom card predictions. I will post Landmark predictions at a later time.
Archive: This seems like a Double Caravan that you have some control over. If you can't draw your whole deck, this seems pretty solid since if you have multiple Archives in play, you can set up your turns better. I feel this is roughly on the power level of Lab and Hunting Party, maybe in-between the two.
Capital: This is a hard one. I think it will be Tactician-like giving you a bigger turn now and can lead to the eventual mega-turn. However, this is competing against many other five-costs. With that said, I though Wine Merchant sounded weak at first, and it ends up I buy that card fairly enough. However, I expect this is weaker than Wine Merchant since of the debt thing. It is non-terminal though. For now, I say this is a notch-below mid-tier.
Castles: I feel like when these are on the board, they will make games interesting. You can easily get them early on, but are they worth it? Distant Lands at least can vanish from your deck. This take up space. I feel most kingdoms this comes up in this is a card you will have to consider your strategy based on it being in the kingdom even if you don't buy any. Overall, I feel these will be bought more than most alt. vp, but less than Distant Lands.
Catapult: It's a trasher, so there's that. I think it's decent. Not the greatest trasher or attack ever since later on, you need to buy fuel for it. The $3 price point has a lot of strong trashers. This is obviously better than Trade Route. It does junk and makes one discard. So, I will say this is slightly above average.
Rocks: Weak card seems weak. Okay, Catapult needs fuel, but unless your deck is really thin, this card just seems to take up space. I don't think it's the worst card ever, but weak for sure.
Chariot Race: I feel if you can get your deck thin or use Spy-attacks, this will be pretty good. I feel it is above mid-tier $3's but super powerful or anything.
Charm: Oh man, this seems cool. HoP is my favorite Dominion card. However, I think this is weaker than HoP. I think this card is strong, but the $5 slot is very competitive. I guess compared to $5 treasures, I feel it is stronger than Relic and Trove, but HoP is better. So, I think overall, this is above average, but not too much above average in terms of power level.
City Quarter: Strong card seems strong. Compared to other $6+ costs we have KC, Goons, Lost Arts, Pathfinding, I think it is a notch below the strongest $6+ cards. Probably stronger than Inheritance and Grand Market. If Events did not exist, I would say put it between Goons and Grand Market.
Crown: Seems average. Throne Rooms are great, but this costs $5 and Royal Carriage is just better.
Encampment: Seems hard to pull off. It does cost $2. Sometimes, this will be your only village. I feel on average this will be an okay $2 costs, and on some boards, you will reliably be able to turn these into Lost Cities. For now, I will say it's an average $2-cost.
Plunder: Non-terminal Monument seems good, but first you have to get to it, and well there are lot of strong $5-costs. I think this is slightly weaker than Relic. I will say this is an average $5-cost, especially since there will be a lot of kingdoms you never end up getting this.
Enchantress: Seems to slow decks down. I feel this will be slightly stronger than Militia. So, I will say it is an above average $3 cost, but still not as strong as the strongest $3-costs which is a very competitive category.
Engineer: Meh. One thing I've noticed is that every expansion has a Workshop-variant. This is kind of surprising actually. I would love to see more Throne Variants and am glad since Adventures we got treated to 3 of them. Anyway, Ironworks is, well, Ironworks. Duplicate gets $5 costs and $6-costs if they're relevant. Armory top-decks. I guess this trashes itself, and you can pay less than $4 to get it and pay off the rest the next turn. So, I will say it is probably at the same power level as Armory.
Farmer's Market: I think as people get more experienced with this card, they will just avoid it. You can easily ignore this, wait for the points to pile-up, buy one and then swipe the points. I think people will mainly buy this for the +Buy. So, I think it's an average card.
Forum: Seems roughly on the same power level as Cartographer. It sifts. It costs $5. You can end up discarding bad cards from your hand rather than upcoming cards.
Gladiator: The card seems average. A lot of times, I think this will be a terminal-gold, and it does help to get Fortune. On most Engine boards, you will want Fortune, so I guess this makes it above average, if for no reason, you need to buy it to help get to the bottom card.
Fortune: I bought this once actually in a game I played against Donald X. Doubling your money is very strong. If you are generating $8, you can now Double Province. If you're at $12, you're now triple Provincing. KC, Goons, Lost Arts, and Pathfinding are still stronger cards. I think though this is going to be better than GM and roughly around the power level of City Quarter.
Groundskeeper: This is such a hard card to rank. I think as players play with it more, strategies will emerge and this will end up being considered a solid card. I will say it is a notch above average for now though.
Legionary: I feel this card is way, way overrated. First, you need two cards to get the attack to work. That can be a lot of work, especially if you are not drawing your deck. I think this is okay. It seems solid, just not crazy strong. I feel this is below Margrave. It doesn't draw, no +Buy, takes two cards to make the attack work. I do think though this is better than Swamp Hag which is just slow. So, somewhere between Margrave and Swamp Hag.
Royal Blacksmith: Being able to draw 5 cards is insane. I think this will be a power house on a lot of engines. Not as strong as City Quarter or Fortune, but still very strong. I think this is better than Hunting Grounds. I would rank this at a notch below GM or maybe at roughly the same power level. Overall, a solid and strong card.
Overlord: The flexibility of this is going to be huge. If you have a lot of good $5 costs, it will be way better to have this. I feel GM, Royal Blacksmith and this are roughly around the same power level. So, yah, I think it's a strong card.
Patrician: Seems okay. Slightly better than Vagrant. So, an okay $2, I guess.
Emporium: Likely, you won't see this come up on a lot of boards, but when you do, getting a Peddler and 2 VP is better than a Duchy. Because Patrician is on top of this, making it hard to get to, I will say this is roughly an average $5-cost.
Sacrifice: Strong trasher seems strong. It gives VP and money. And, hey, you can even make an engine out of it. This and Rats or even Fortress combo well together. I think this is a solid trasher. Not the strongest trasher ever, but very good. So, I will say it's a solid trasher, but a notch below the power trashers like Steward, Junk Dealer, Chapel, etc.
Settlers: Seems decent. I feel this will be a Lab a lot of times, and when these go, your Bustling Villages will be Labs. So, I feel this is above average for a $2-cost, but not too crazy or anything.
Bustling Village: Seems great. Only trouble is, you need to get to this first. On boards where Villages are plenty, you might just ignore going for it, since Settlers have to run out. However, if you have 2 or 3 Settlers, many times, you are looking at a super Lost City. Okay, it won't always be a Lost City, but three actions is solid. I feel this is stronger than Bazaar overall, but weaker since you can't straight away get to it. I will it is somewhere between Bazaar and Bandit Camp in terms of power level.
Temple: It's a trasher, you get VP, your opponent does't get to trash, and hey, you sometimes trash two cards with it, and I guess in rare cases three cards with it. I feel this is solid, just slightly below Sacrifice, but I wouldn't mind opening it. The whole VP gathering thing doesn't bother me much. It's just something to be aware of when playing.
Villa: I'm not sure on this. It doesn't draw and that's huge, but you can play actions you drew card and occasionally pull off other combos. It does give +Buy, so that's pretty huge. In terms of Villages, I think it is slightly above Worker's Village since you can pull off neat tricks with it. Actually, I will say it's a couple notches above WV. I think though power villages like Minstrel and Port are stronger on average though.
Wild Hunt: So, it draws cards and you can get VP from it. Seems decent. The VP thing probably makes it slightly better than Journeyman and Catacombs, but roughly on the same power level.