Nice, but I probably prefer the change to Scout where you add +1 VP (or possibly even +2) and make it an action-victory (I saw this somewhere here): then it has a nice self synergising feature.
I strongly prefer my version and I'll tell you why. First of all, I do not consider self-synergy to be a desirable trait for a card to have. It may not be inherently undesirable, but I can't think of the last time I thought, "Oh, good, a Minion/Governor board! My favorite!" Second, giving Scout 1 VP steps on Great Hall's toes, and giving it 2 VP eclipses Great Hall almost completely.
I think giving it +$1 brings it up to an appropriate power level without changing what the card does. Imagine if Bishop were published without +$1. We'd have been all like, "Oh, this card is cool!" And then after playing it for a while and losing, we'd say, "Oh, this isn't so hot after all. I can't trash Copper without hurting my buying power this turn. Lame."
Are there other, more interesting fixes for Scout? Sure, probably. But we forget that Scout is already a pretty unique card. Nothing else really does what Scout does. It just doesn't seem fancy to us because it's been around forever and it's weak. I don't think it needs more bells and whistles. It's already fairly compelling; new players open with it all the time. It just needs to not be so terrible.