Cache as a strongish opener makes some sense to me. I've considered the card to be basically crap until now, but I haven't thought much about it in a turn 1/2 context. Will try it out if given the opportunity, but I feel like a lot of other $5 cards are stronger still to open with on turns 1 and 2.
IGG is kinda neat, but not spectacular by any means. Having the option of gaining a Copper is indeed a huge plus; games don't go long enough for that Copper to be a super huge liability, compared to what benefits it gives you on the turn you need it.
Haven't considered Develop much as a mid/late game card, but I suppose it could be pretty good on occasion. As an opener, it seems to be terrible in my opinion.
Really liking Crossroads still. Not for every board obviously, but I've done some tremendeously powerful things with that card.
The FPS player in me can't resist a good Highway every now and then, but it's probably not the best choice a lot of the time. Who doesn't like powerful engines though?
Kinda really liking most (all?) of the $5 card drawers so far. Also Spice Merchant has felt like a great opener to me so far.
Just some quick thoughts after having played some games. I've done reasonably well, and quite like this set overall even though there are more than a few super boring cards, for sure.