I'd say the first couple Tactician turns are a little lucky - you draw every relevant treasure in your deck on the first one and all but one on the second one - but I think the dominant factors here are probably Tactician vs. no Tactician and the amount of time your opponent spends getting Golems that don't seem very necessary to me. The pace of this game is such that it's going to end quickly once people start going green, and I think he spends too long getting action cards.
For your strategy, a second Tactician would be good at some point. I think that some variation on that is probably best, but I'm also intrigued by Tactician/Mint/Venture. added: Thinking about it a bit more, Venture can't work very well here because it's hard to run that and get +buy. Thus you'll get passed late anyway, I think.
(I also agree that this is probably not a board I want to open Island on.)