Humble Village - is kind of interesting. Overall I think it is balanced, since you need draw cards with it and most good draw cards cost more than $3. It's probably crazy with Watchtower, but then, so is Villa, so that shouldn't keep you.
Tyrant - there are probably quite a few boards on which know the top something cards of their deck will help your opponent more than it hurt to discard that power $5. And when it is good, then it's probably a sloggish game (or a Traveller game), and whether you discard something or not will make this swingy. I don't like it very much.
Contract - as stated, it is way too good.
Deal/Negotiations - Deal is boring. I mean the world doesn't need a Woodcutter-Harem. I reckon it's just something on top to make Negotiations work. Unfortunately, they do not work. First, a lot of the time it will not be revealed, because Deal is a bad card and will not be gained. Second, its game-ending condition doesn't scale well with multiplayer. Third, I only ever want to buy this when I am sufficiently far ahead, to pressure my opponent into greening or when I can gain and play it on the same turn. If I buy it when I am far ahead, then it doesn't really add to the game since my opponent may as well have resigned. If I am getting it to pressure my opponent, or to prematurely end the game, then it's not really much different from 3-piling, and well that already exists and is less swingy.
Wealthy Uncle - It is somewhat like Leprechaun in that it is a gainer that you only want to get relatively late in the game. Or if you can use Duchies, but even with TfB that is rarely the best way to use an action. It is neat that there is a point (exactly half of the Provinces remain) where I get both bonuses. It is probably quite useless on Colony boards, not sure how much of an issue that is.