1. It's a bit harsh to get a point at the beginning of every player's turn. I would suggest that the points would be better scored at the end of a player's turn. That way, other players have to decide if they should further their own agenda or to cut you off during their turn.
I am ok with moving the scoring to the end of the turn, though I think it would only reduce the total accumulated points by one.
2. The way it is currently phrased, you'd get a point during your turn as well. I'm not sure if that is fair since it will dissuade from completing your own gold mines. I would suggest revising it to only score points during your opponent's turns.
Even if you don't get a point during your own turn, you still don't have an incentive to complete your own mine. It's similar to the fairy in that you don't have an incentive to move the fairy away from you, but every other player has an incentive.
3. I was just thinking about this - to score points continuously instead of upon completion would mean that the number of gold mines (tiles) should be limited, otherwise scoring will go through the roof. One way around this would be to roll a die during your turn for each of your gold mines (declare for which individual gold mine the roll is for if you have than one gold mine, before you roll). If you roll a 1, the gold mine is exhausted and you remove your meeple. If you roll a 2, you mine the last of the gold (score 1 point) and the gold mine is exhausted and you remove your meeple. If you roll 3 - 6, nothing happens (or something like that). That way, gold mines might run out faster and we can have more gold mine tiles. Also, there is no mechanism for parachuting a meeple from the City of Carc to a gold mine, so that should be OK.
I'm not keen on adding dice to the game, but I agree that the number of mines should be limited to between 3 and 5.
4. Similar to T&B, how about each player that completes a gold mine gets a gold token, and the player with the most tokens at the end of th game gets X extra points (similar to T&B)
Could do. Might give the owning player a little incentive to finish it off at the last minute.
5. The rules will need to define how the wagon will interact with a gold mine connected to a road.
The gold mine ends the road. I have no problem with the wagon travelling to or from the mine.
6. Magic portals and gold mines? If suggestion 3 is used above, then the rules need to clarify that once the gold mine is exhausted, any meeple placed on the gold mine is immediately returned to hand and scores nothing.
If the dragon eats the meeple on the mine, a magic portal can be used to put a new meeple on the mine before it is completed. Once the mine is complete, no meeples allowed and no gold generated.
Phew, that's a lot of comments! Sorry for being verbose Scott. I hope my comments help and encourages you to get this forward!
I appreciate all the feedback.