Don't know if this has been discussed or not but I am finding that the new (seed) faction cards tend to not be really useful for the trade they represent.
The Arcanist's by far have the best ability on any of the new factions, able to look at the top card of their deck and put it on the bottom not only enables rogue to auto-call any of its 'name the top card' effects but it also allows players to avoid potential unwanted draws by putting the card to the bottom of the deck. I really think this should have been costed at 2 instead of 1 (going second turn 0 look at top card up to twice and opt it to bottom is pro-tier)
Mechanist IMO has the second best faction with a pay 3 for a +1str +1life for 3 can really add alot of survival power to low/mid life characters and occasionally dodge kill spells or edge in the last point of damage on a structure, character or even a faction.
Banker is really good for decks that love discard pile tricks or just milling through their deck (i think Arcanist faction is better at this but my friend disagrees)
the other two (rogue and warlord) are just downright terrible. Rogue is loose less and Warlord is win more. Both are pretty much overcosted for their effects.
I have a strong suspicion that arcanist will see use in many decks that dont even use arcanist cards. Like the rogue deck I currently have built.
A suggestion to the future faction cards: powers that specifically enable faction boosts (a pay x get x+1 to play a faction specific type of card for example) would help prevent obvious abuse of unintended effects.
maybe even effects that let you pay influence for effects? (warlord faction that can pay up to X influence to deal X damage to a character where X is the number of RAGE you can spot)