Thanks for your input/remarks :) Maybe my list makes more sense with some commentary... Initially, I had the Sword/Foundry split the other way around, but found that I did not like or need it that way: The combo itself is strictly plan B (from testing, I think to now know that I have to resist the urge to play the control role, and should pretty much always try to press for a quick Painter/Grindstone win with), and without its other half, Sword is a bit more useful than Foundry.
The real enabler in my list is
Transmute Artifact (I plan to play another copy, but it's still in the mail), since it allows to get the appropriate combo's other half in a rather flexible and low-risk way - and with that card, saccing
Sword of the Meek always feel better than getting rid of something that does not have innate recursion. Recurring
Baleful Strix with
Goblin Welder to abuse its EtB-trigger is a neat thing, but it's definitely not what you should plan to spend significant amounts of time on. I included Strix mainly due to the fact that it's a very good roadblock that most fast clocks in the format have to respect/handle, it can fuel Transmure Artifacts, it draws removal away from Painter and Grindstone, and it replaces itself. Its main secondary utility (apart from enabling Transmute Artifact), so far, was to slow the game down a bit after a failed combo attempt, while not costing me a card. I like it, but it does feel a bit clunky.
Trinket Mage opens the line of
Imperial Recruiter -> Trinket Mage -> Grindstone, which is absurdly slow, but sometimes necessary. It gains a lot of utility post-board, when there's stuff like
Engineered Explosives available.