Firstly some adjustments:
Ancient Ruins gives just 1VP, for balance.
Craft trashes just 1 card, gives just 2VP if it was a Resource, and is non-terminal. More likeable all round.
Street Market down to $4 cost, which seems more balanced, with its two effects merged into one sentence.
Subsidy now comes with a Resource. It might get the support it needs a little easier like this, or if the deck is already well-built another Resource could hurt.
Wanderer can now replay a Boomerang you have in play, so discarded Victories don't break Wanderer chains so easily.
Descend is now Lab instead of Smithy. the opening is less wild, but it might not be quite there yet. Drawing a bad card blind (you might try it in a desperate comeback situation) will really sting!
Hire doesn't require a discarded Treasure, but instead can't target Treasures. It won't be brutal in the opening, and later it can pick off Actions.
Offer got its +1 Action consolation. Doesn't mean it's a safe design though!
Some suggestions:
Rope could be an Action Treasure with +1 Action on it. A bit more usability.
Vagabond can kill the fun of trash for benefit. Should it exist?
Boundary Marker should probably be changed somehow. It can make games go on for ages, and it's feeling like a strictly better Duke.
And some new ideas:
Survivalist - Action Reserve Gatherer, $5 cost.
+1 Card
+1 Action
Put this on your Tavern mat.
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When you have 0 Actions left during your Action phase, call any number of Survivalists. For each one you call, play a Resource from the Supply, leaving it there.
Maroon - Act
Choose one: trash a card from your hand to put 1VP here; or take all the VP from here.
Recall - Act
Put a card you have in play that would be discarded this turn into your hand.
Survivalist is a Resource on demand. When you hit 0 Actions you can call it to do more with your turn, but whatever the top Resource happens to be can influence how many you call when. 'Call any number of Survivalists' wording because you couldn't call a stack of them one at a time; once you call one you'd very likely have an Action left.
Maroon is another VP mini game. There's no denying the power of a (usually) free trash in the opening, but how big will you let the VP stack get?
Recall lets you spend 2 Actions to Throne an Action card, or 1 to Throne a Treasure you managed to get into play in the Action phase, whilst having other possibilities. You can put the Act card in the place of the returned card to help tracking.
2 kingdom cards, 3 Acts to go; if there are no duds to replace, of course.