Tired Chemist - $5
+4 Cards
+1 Action
Discard a card for each Action you've played this turn (counting this).
Did you specifically want cards that get better as they count higher? Because if you did, I want to submit something else.
I don't know if we care about this, but a similar card won a contest a while back:
Burial Ground | Action | $4
+3 Cards
+1 Action
Discard a card per Action card you have in play.
If you have no cards in your hand, trash this to gain any Prize (from the Prize pile).
(this won contest 40)Regardless, it seems that Tired Chemist is a little too strong for its non-terminal drawing/sifting powers. You could try making it a duration so it stays around longer (and count "in-play" action cards so it limits its own abilities)
Jeweler
$5 - Action
Gain a non-Victory card costing exactly $1 per card in your hand. If you didn’t gain a card, gain a Loot.
I think this solves some problems with Architect in that a non-terminal $4 gainer is pretty much required opening buy, plus it has the super strong potential to gain provinces and $5s, non-terminally. I like this cost design and I think the loot aspect is a wonderful way of handing the 7+-card hand. I think you should consider keeping it in the contest.
This is the second time I have changed my post, but I keep liking my new ideas more...
I think there's too much going on with this card. I don't think it needs to be a cantrip. Consider simplifying immensely. You can have each card self trash and it's functionally similar while being way simpler to read. I don't know why this needs to be a cantrip. You could try something like:
"+1 Buy
You may trash this for +$1. You may return 2 cards from the trash to the supply to gain a card costing up to their combined cost in $"
You could still keep the cost less clause if you want, I think you'll see this wording will simplify the card a lot. As is it's just hard to read.