There's Trader for trashing, which is pretty good when you KC it.
Here is the Beggar-Gardens vs. engine game I just played. The Gardens player has no way to end the game and once the engine gets going (ensuring consistency via Herald overpays) he has 3 green cards in hand each turn. It's just hopeless.
Thing is, you really need to get more beggars than that early on. You're going to want them eventually, you might as well get them early to ensure more consistency (and if they collide, bonus if they attack you). Furthermore, the endgame plan really ought to be buy herald, overpay when you can, topdeck beggar. The piles you attack are gardens, herald, and copper. You actually don't need to rush into the gardens at all, probably you poach some heralds earlier than gardens even, really. Attacking the heralds hurts the engine's endgame, attacking the coppers hurts their points possibility (if you run them out, that is potential goons points - admittedly this won't come up all that often, at least where it's still relevant. But it helps). And by getting more beggars early, you get more consistency, more cards, more points, and are less screwed up by Rabble chains. Basically, the log really doesn't convince me. It looks like things might actually be really close (well, no game will end close on points, but on turns). I'm still quite interested in playing this board.