My hair-brained thoughts and humble opinions so far...
Gateway to Beyond: Solid foundation for fun new spirit decks. Competitively, can't see it besting either other home, but seems to occupy some neat middle ground and new design space. I'll give it a try for sure.
Mick Aduladi: Slots great into Gateway decks in a cool way. Not great outside of that.
Post-a-tron: OMG I love this little robot. So good! Even if you don't want to start him (and Gadgetorium), he slots easily into a couple good morgan builds with Q value.
Cliff's #4 Saloon: Q's just got better. Now I won't have to hem and haw about the pharmacy. Good stats, good ability. What's not to like?
Shiny Things: I know someone smarter than me will find a way to leverage this card. Most likely with spot removal jobs or maybe an amazing home ability (twiddles thumbs, howls triumphantly), but it is quite costly. Handing out 2 influence is no joke in this game. And shootouts are NEVER a guarantee. Also...coachwhip.
Full Moon Brotherhood: Really really strong. It presents a laundry list of potentially amazing interactions. Especially with tight deck construction and in-game play. At first I was a little turned off by the fact that it does nothing definitively - except nullify jake - but it does open up so many good options, while having no downside, such that I've since been swayed. Plus, 19 GR is a thing.
Morgan Regulators: Really excited about this one. MCC was my first outfit (though I've since built and played out of every home), and this is an all around cool card. The trait is just peachy, and will tangibly help against slide/fortress type decks, but the noon ability really gets my mojo goin'. No idea whether it will be better than Stables for horsey builds, but I see it opening up design space (similar to Gateway to Beyond does for EW, but better?). It feels less constrictive, like you could splash anything into it an yield decent results. Plus, 19 GR is a thing.
Baijiu Jar: Really thoughtful design going on here. Maybe not auto include Ace, considering its trait is contingent, and its ability is shootout - but I can see it performing really well in a blockade type deck that wants to dump dudes and deeds in a crucial shootout for added clubs.