Here's that big "my list vs this list" post.
First here's my list if you care to read the entire thing. I didn't do a perfect job on it, but this is what it is. Tax is not on my list.
1.) Chapel [X]
2.) Peasant [X]
3.) Page [X]
4.) Hamlet [X]
5.) Coin of the Realm [X]
6.) Save [X]
7.) Encampment [X]
8.) Stonemason [X]
9.) Fool's Gold [X]
10.) Borrow [X]
11.) Travelling Fair [X]
12.) Raze [X]
13.) Alms [X]
14.) Advance [X]
15.) Courtyard [X]
16.) Squire [X]
17.) Ratcatcher [X]
18.) Pawn [X]
19.) Scouting Party [X]
20.) Patrician [X]
21.) Lighthouse [X]
22.) Candlestick Maker [X]
23.) Settlers [X]
24.) Cellar [X]
25.) Poor House [X]
26.) Herbalist [X]
27.) Delve [X]
28.) Native Village [X]
29.) Haven [X]
30.) Crossroads [X]
31.) Beggar [X]
32.) Vagrant [X]
33.) Embargo [X]
34.) Moat [X]
35.) Pearl Diver [X]
36.) Quest [X]
37.) Duchess [X]
38.) Secret Chamber [X]
The biggest magnitude differences (cutting it off at +/-7 points) :
Travelling Fair - 21 on Qvist, 11 on mine
I overrated +Buy cards across the board, and it's hard to say Travelling Fair is better than a lot of other things on the list. I guess I had a big string of games without +Buy. Anyhow, Travelling Fair is nonterminal +Buy that topdecks. The topdecking is actually quite useful and game-changing in many respects - it enables lots of cool combos / golden decks, yes, but it just speeds things up in general. Similar to Artisan you can topdeck the card you know you'll need next turn, and that can be a huge swing. I think I over-rated it but I think it's a smidge better than 21.
Herbalist - 36 on Qvist, 26 on mine
Speaking of overrating +Buy cards - this is way higher than it should be on my list, it should be in the 30s somewhere, but +Buy is really important! Herbalist did get a few tricks in Empires that should really buff its rank - the Encampment / Herbalist interaction is a legitimate combo, as is its interaction with Capital. But even topdecking Charm or Crown, as long as you can draw through the dead card, isn't a bad move sometimes. But really, the only reason it's not near the bottom of my list is because it has +buy. It is the lowest +buy card on my list, at least...
Crossroads - 19 on Qvist, 30 on mine
Dude, fuck Crossroads. Like, this is definitely swayed by my personal opinion and not pro dominion strategy or whatever, but the draw is so rarely useful. It's basically just 3 Actions. Woo, you have a shitty village that only works once, and sometimes it helps terrible hands suck less. Eh. You guys have it as better than Native Village?
Courtyard - 8 on Qvist, 15 on mine
I think this is highly ranked because lots of people use old lists as a guide, but it's not top 10 material anymore. It's still a very strong BM card, and a passable draw card for engines, but there's too much other good stuff for both those roles these days.
Lighthouse - 14 on Qvist, 21 on mine
I was too harsh on Lighthouse. Next.
Delve - 20 on Qvist, 27 on mine
It's interesting but utlimately uninteresting in most games it's in. Who buys Silver in 2016?
Save, Encampment - 10 and 12 on Qvist, 6 and 7 on mine
Both these cards are just not fully understood by Dominion players yet, I think. Save is something you have to consider buying almost every turn. Encampment is tricky to understand how to play with, when to play and dispose of it, etc. But both are extremely powerful cards you can't ignore at all. Encampment never splits evenly (and the split isn't static through the duration of the game) so it is always going to be a deciding factor in games. The effect / price ratio (for both cards, really) is just unreal.
Borrow - 16 on Qvist, 10 on mine
Did you know, Borrow is really good? It's really really good. It speeds things up too much to discount. It's really good. Giving yourself a -1 Card token to avoid a reshuffle is even good sometimes! But buying shit that's expensive sooner? That's some primo shit right there.