I've finally gotten a bit more playtesting in with the cards, and I've made a few tweaks.
First of all, the wording on Exchange is fixed so that it doesn't count itself as a 'trashed card' for the purposes of gaining cards. (Thanks, Bron!) The wording of Enforcer has been simplified, but it's functionally the same.
Conscripts has had its '+$2' and 'gain a Silver' options replaced with '+$3' and 'gain a Gold'. It turns out this is not too powerful after all, since Conscripts is a one-shot that you sacrifice a fair bit of time to get your hands on.
I'm testing a new version of Clerk (I'm trying to differentiate it from Scavenger), but I'm not sure I'm happy with it yet. It digs for an Action to leave on top, and my wife used it and some Tunnels to empty the Gold pile and win handily. I probably didn't play my best, but it seems too cheap for a Tunnel enabler that's even better than Young Witch. We'll see how that shakes out.
The biggest reason I'm posting, though, is to get feedback on my latest version of Inventor. The most recent version was this:
Inventor
Types: Action
Cost: $5
Choose one: +3 Cards; or +1 Action and set this card aside, returning it to your hand at the start of your next turn.
There were concerns that it was too powerful (both for BM-strategies and engines) and that the setting aside meant that there was no opportunity cost for repeatedly setting it aside.
To remedy these issues, it was suggested that it put itself back on top of the deck instead. I didn't like this exact solution because it meant that two Inventors in hand always collided. Putting one back on your deck just meant drawing it dead with the other one. Putting both back on your deck meant getting only 3 other cards in your next hand to get a Village.
The new versions looks like this:
Inventor
Types: Action
Cost: $5
Choose one: +3 Cards and +1 Buy; or +1 Action and put this anywhere in your deck.
So it's never an 'extra' card in hand, like it would be if you set it aside. But if you draw two Inventors in a hand, you can play one, put it four cards down in your deck, and play the other one for +3 Cards. Of course, you can't do this if you don't have at least three cards in your deck, so it's not a guaranteed solution. Also, I gave it an extra buy, having removed the +1 Buy from Tax Collector. I think it'll give it more utility in more situations without boosting its power too much.
I'm going to test it more, of course. I'm hoping this will be the last iteration of the card. If you have an opinion about the new version, I'd love to hear it!