So, here's the link to the Enterprise imgur album:
https://imgur.com/a/MsJH8I don't plan to update the OP until I've actually tested more of the new stuff, but here's a little gallery and I'll talk about about the state of each card.
Man, almost none of these have been tested in their exact current form. How embarrassing. Well that will be rectified soon enough.
Redistrict: I'm going to try this out at $0. Functionally, a $0 cost is similar to a $2 cost in many ways when it's on a card that you don't want a million copies of. The idea here of course is to prevent you from ever Redistricting something into another Redistrict and therefore running out the pile.
Auction: The reaction half is new. Who knows how that will play out, but I'm hoping the card will be a bit less narrow.
Jubilee: A small change: you now wait to return it to the Supply until Clean-up. This means that 1) it's easier to track that you got +2 Actions and +$2; and 2) you can't buy back the same Jubilees you returned on your turn, meaning slightly more pile-based player interaction. #2 there is incidental, but I don't mind it.
Wanderer: Completely untested. May be a total dud! If nobody buys it at first, there are lots of avenues for improvement while keeping the base concept intact.
Charlatan: We tried it in one game without +1 Action and it was a dud. Now it has +1 Action.
Convoy: I lowered the cost to $3 because of complaints about how it looks next to Smithy. Probably it's fine at $3; we'll see.
Floodgate: A card I haven't changed recently, huzzah!
Gambler: And another one; two in a row. Gambler is a love-it-or-hate it kind of card, and also maybe too strong? For now it's still in.
Tinker: Sometimes I still wonder if this should cost $4. Anyway we tested it at $3 a bunch months ago and it was good times.
Committee: Untested. I don't have high hopes for this one, but it's here in the file in case it turns out to be awesome.
Dignitary: I'm trying out a new version of the Reaction here. You can only use it once per turn (regardless of how many Dignitaries you have in hand), and trash one card with it. I'm open to going back to "discard this and trash a card, then draw 2".
Profiteer: The only change is that Conscripts has been replaced with Armament. I guess we'll see.
Racketeer: Asper and Co0kieL0rd tested this at $5 and thought it should be cheaper, so I'm going to try it at $4.
Terrace: Same as it ever was.
Trade Goods: Untested. Hopefully a fixed Craftsman. Craftsman was fun, but didn't play real nicely with other token cards, since the token-getting ability was so much stronger than the token-using ability. Trade Goods tries to be a little more balanced there.
Bladesmith: Barracks, but without +1 Action and with Armament instead of Conscripts. I have high hopes.
Conclave: You put the other cards back rather than discarding them. I'm not optimistic, but everyone wants to save Conclave, so let's give it a shot.
Fund: I wish Fund were more popular in my testing group. It seems good power-wise, and other folks who playtest my cards have bought it and like it. Anyway it hasn't changed.
General: Same as before. No longer on-theme, but a very simple and classic-feeling card.
Harbor: Harbor's sort of all-purpose, you know? Maybe too strong for $5, hard to say. Anyway it's been popular in my testing group. It's still the same.
Vendor: I like Vendor, but maybe I'm the only one. People look at it and think, "I only get to do the ability once?" Sometimes Terrace gets that too. Anyway, sometimes you don't have a discard pile, so you can't use Vendor's ability every time anyway. And when you do use it, the boost can be huge. But that doesn't alter the fact that it looks bad to a lot of players. Anyway, I'll test it a bit more.
Wheelwright: Still the same. Maybe I don't need this and Study, but Study may be awful or crazy, so Wheelwright remains here for now.
Wishing Ring: Untested. I came up with this, realized it sounded familiar, looked back through other fan sets, and realized it's very close to
NoMoreFun's Cargo. Which I guess he was going to replace anyway? Then I looked to see what I'd said about Cargo and it turns out I liked it, phew. Yay, consistency! Anyway…Wishing Ring has wording to handle Durations. It's different/weaker than Cargo in that it gains a card costing up to $1 more (instead of exactly; it can't trash Coppers for nothing), but stronger in that the trashing is optional. Anyway I'm going to try it out. It looks weak, but being able to play a card and then trash it is pretty powerful. And it's much more versatile than Procession (can trash and gain non-Actions).
Study: Untested. A "during your next turn" Duration. I'm waffling between this version that makes you draw before resolving (but after putting into play) each Action card, and a version that draws after you resolve each Action card. Both are potentially nuts with Vault-style cards, especially Artificer. I'm hoping that this version is the less-crazy version.