I think my opinion is slightly lower than yours, but I do have it just outside the top 10. Looking again, I think this might be a touch high. But probably top 15 anyway.
I also think that the draw option is just so much better than we were giving credit for at that point, and it's really much more an engine card than a money card.
For me, something resembling Witch, Mountebank, Wharf, Minion, Torturer, Cultist, Ghost Ship,
Governor, Margrave, Hunting Party/Tactician, Apprentice (not exactly, but something like that), so I guess I have Governor a little better than you do. I have to admit, I can think of at least one or maybe 2 of your videos where you ignored Governor (mistakenly, I thought at first) only to come out with a win. So I could be wrong.
I definitely agree with you that everyone--including me, when I wrote this article--was overly afraid of the draw option, which is just like so awesome. Governor is Super Laboratory With Options, that's how I look at it. Really, it's the enormous flexibility the card gives you to plot a winning deck.
If I were to revise this article, I would also underscore the importance of picking up $4 cards (or $3 cards if Silk Road is available, or whatever), to do defensive trashing. Picking up a Spy never felt so right.