I just played the following kingdom:
City Quarter, Lurker, Pearl Diver, Swindler, Island, Poacher, Sacrifice, Salvager, Merchant Ship, Witch, Banquet, Triumphal Arch
I drew a random kingdom, then replaced
Ghost Ship with Witch; I think my gf might have injured me if I had Ghost Ship'd her CQs into oblivion every turn
So, this kingdom. Drawing cards is good and CQ is key in this. It's pricey and weak early. It can be gained with Lurker, but that's only non-risky if you're already drawing your deck and Lurker is not amazing early. It really hates non-actions, e.g. Curse and treasures. Those can be trashed with Salvager and/or Sacrifice, but both of those are slow. There are cute tricks you can do with Lurker; e.g. Salvager/Witch or Sacrifice/Island, then regain the trashed card. Or you can steal actions with Swindler/Lurker. There's virtual money in Swindler and Merchant Ship, but the duration effect of the latter causes a lowers action density compared to non-duration actions. Then again, it also increases your CQ density. A minor interaction is that Witch is great at emptying one pile fairly early, which turns Poacher into Oasis which is not super strong. Also, Lurker is great at end-game pile control.
Getting to the point where you're drawing deck is a drawn-out process. You're getting curses dumped on you, your trashing is terminal, the villages are expensive and the draw is weak until you have a high action density. In both my games, by the time I was drawing deck I had to green on a tight schedule—the missus really likes Island.