Any recommendations out of that lot?
I'd recommend all three, though they're all very different games.
7 Wonders is a nice, light hand drafting LCG, with surprisingly deep strategy (2-7 players). It's very easy to learn, and a reasonable level of player interactivity and with MANY paths to victory, replay value is high. Essentially, each player is building one of the cities that homed each of the wonders of the ancient world. Using the dealt hand of cards, you can play one card, then pass on the rest to one of your neighbours. Cards can be resources, military, civic structures, trade structures or scientific structures, with endgame VPs given based on different combinations. Instead of playing a card into your tableau, you can instead build a stage of your wonder, which will usually give points, money, or a specific advantage (Playing a card for free from the discard pile as an example). The game is played over three ages, with scores given for the strength of your military at the end of each round.
Powergrid has grown on me significantly over the last little while (2-5 players). Each player represents a power company, with the ultimate goal to be powering more cities than your opponents at the end of the game. It combines an auction mechanic (buying power plants) with resource management(fuel) and territory control(representing the cities you're powering). It can get pretty cutthroat with plenty of ways to screw your opponents (thanks to the auctions, the fluctuating resource market, and limited territories for power connections). It's probably a medium weight in terms of gameplay, but high strategic value
Race for the Galaxy is again an LCG for 2-4 players (the expansion allow 1-6). It's notoriously difficult to learn and teach thanks to a billion different symbols. Essentially each player is attempting to settle an empire across the cosmos using world and development cards in their hand. Each card has a resource cost to play - The cost is paid by discarding cards from your hand, so both your 'options' and resources come from the same place, leading to some tricky choices. Each round is played simultaneously by all players. At the beginning of each round each player chooses the action that they would like to perform (explore - draw cards, settle - play world cards, develop - play developments, trade - sell goods from worlds, produce - create goods on your worlds). ALL players get to use each players selected action (once per round), though the player who chose it will get an advantage during that action. My biggest criticism with RFTG is that it can feel a little like multiplayer solitaire, though the three expansions apparently help alleviate that...
This post started as two lines for each game....which was a little vague - Apologies for the wall of text