Okay finally got around to giving my thoughts on the banlist. I think for me there are basically four tiers of cards on the banlist. I have divided them as such:
1) Cards that are very annoying - to the point I don't want to play with them even if I was playing with a mindset of "no banlist, anything goes":
A82_WorkCertificate, B10_Caravan, B22 Walking Boots, C3_CarriageTrip, C125 Nightworker
2) Cards that are game breaking - either by providing far too many points (10+) at a low cost, or by providing growth far too easily:
A39 Chapel, B21 Hayloft Barn, B132_EstateMaster, C63_Craftbrewery, C99_GardenDesigner, D21_Recruitment, D92_ChildOmbudsman
3) Other cards that are clearly way too good in a way that does not break the game (many of these are game breaking given a combo with other cards):
A14_CarpentersHammer, A33_BigCountry, A48 Shaving Horse, A97_Freshman, A131_CraftTeacher, A133_Braggart, B15_CarpentersBench, B161 Weakling, C28_TeachersDesk, C31_WritingChamber, D33_SummerHouse, D74_RoyalWood, D97_BeggingStudent, D137_TradeTeacher
4) Other banned cards:
B117_Informant, B151_LittlePeasant, C102_TreeGuard, D4_CrossCutWood, D19_PulverizerPlow, E22_GuestRoom
Of the stuff in category 4: I think Little Peasant, Cross Cut Wood and (sadly) Tree Guard are all not candidates to come off the banlist as they are more there for issues with their play patterns than their power. I think Informant is there for it's effect in high draft count high power games, and do not want to have to fight the mostly Chinese community that loves these games on that issue again.
For the cards that Alex brought up:
Garden Designer belongs in game breaking tier - it is not that difficult to create a game that makes an absolutely massive surplus of food at the end of the game, especially if you're willing to sacrifice points to do so. It's just usually pointless. Getting 15+ bonus points for doing this makes it literally not pointless, and you can totally take over a game by doing so. The field requirement is also not very restrictive, given that some of the best ways to get the necessary food involve sowing lots of crops. Don't unban this card ever, please.
Pulverizer plow: I think the most illustrative comparison for pulverizer plow is not forest plow, it's assistant tiller. "The other clay action cards aren't very strong" point misses that pulverizer plow does something a lot better than any of them, similar to how tiller stacks up among other day laborer cards. I think I most dislike the arbitrariness of how the card effects the game - sometimes nobody cares about clay so it's just uncontested plows (which also sometimes aren't useful), sometimes another player cares about clay and their game completely dies as a result of being unable to get a big clay action, sometimes the pulverizer plow player makes great use of the clay and gets a nuts card (this is not common, because clay is kindof bad haha). Don't really want the card unbanned, but don't think I'd be too upset right away.
Guest room: I have no clue about this card. I don't know how it stacks up against lover which is a card we didn't feel the need to ban. No real feelings either way. It feels very powerful to use, but I don't actually know if it matches up to how it feels. Could see unbanning it.
Lodger: I think the worst part of lodger is the kingmaking effect of it being played badly. Played well the card is actually not strong or annoying, but a weak player will think it is strong and accidentally hand the game to another player. I've mostly gotten over this annoyance as I find the minigame of "Can I block the lodger room from happening so the person dies in r9" interesting (I care about this more than winning the game sometimes...). It's quite a feels bad moment if that happens to the lodger player (who has sometimes quit when this actually happened in games) so I could see banning it for this reason as well as the original one given.
Shortened version:
Garden Designer - Don't unban. Pulverizer plow: Prefer not to unban. Guest room: Idk? Lodger: Sure ban it if you want.