(Or cartographer, mining village, nobles, bazaar, etc. )
Okay, possibly Nobles. Not those other things. The big thing with Smugglers actually is, what are you not able to buy because you bought Smugglers instead of Silver, and end up with hands that are often worth $2 less (or more if it leads to terminal clashes)?
I mean, if there's a mirror match engine (or alt-VP) to be built, then sure I'll consider Smugglers. More commonly as second player, of course. However:
* if my opponent is pursuing a different strategy (pretty common)
* or I need to save my terminal slots for attacks that will hopefully hit my opponent and force them to not buy nice things (also pretty common)
* or if I'm going for most BM strategies, especially those like Masq and Jack where the key cards are bought on Turns 1 and 2 (again, pretty common)
* or if the engine is mostly built on Potion and/or Black Market cards (not too uncommon)
...then Smugglers is just not going to do that much for me!
I would say that instead of Mine and Remodel, Smugglers is like Workshop and Tribute. It's a terminal gainer with uncontrollable benefits that rely on your opponent doing the right thing. It has better range than Workshop, but at the price of control- and that's a high price to pay.
I think you're arguing completely different angle than I am. Of course smugglers sucks in Masq/BM. Of course I'm most often buying it as second player (I play like 3/4 of games as second player these days). Of course I won't buy it if my opponent is spamming alchemists (Having smugglers collide with an alchemy engine is actually pretty rare). Of course I won't buy it if I have no spare actions and I really need to play my single swindler or whatever.
And sure, it may be more like a workshop than a mine (but those follow the same rule of you needing to play it every turn that I was talking about), but in the same way, wouldn't you use a workshop to gain mining villages, or bazaars, cartographers, cities, or even hunting parties or markets? I know I would do that in most kingdoms. These all either give you more actions (so you can still use your attacks), give you money (so you can still build your deck if your opponent doesn't buy exactly what you want), or let you cycle through your deck more quickly so you can get at your smugglers again. If there's at least one or two decent cards like this, and you know your opponent is going to buy them, it's worth a shot, as long as you can access smugglers often enough.
And tribute, I'm just gonna laugh at. Because tribute is probably my least favorite card in the game due to how luck dependent it is (barring severe help). I swear even if I do it in a BM game, I either hit their two coppers, while they hit my gold/silver every time. Smugglers, if they don't want to give me the card I want, they can't have it either.