So for a first lower bound I would aim for
+ Bank, Forge, (Adventurer)
- KC, Goons
Getting Bank and Forge to shine is usually easy by big Handsizes, so we add a Tactician. I would expect good trashing under this conditions with Forge, so Adventurer should also find nice things, but I'm not sure if one really wants to play it. Also it's not completely clear how aggresively one wants to trash copper. To leave Goons as bad as is possible we don't want +Actions (despite Tactician), and also no cantrips because of KC. +Buy would anyway be nice, I'm not quite sure which one one wants to include. Probably just a Woodcutter for not being to powerfull for the KC.
So a setting would be so far
Bank, Forge, Adventurer, KC, Goons, Tactician, Woodcutter.
I don't think I want to add anything from the 2 lists, so just 3 fillers which don't interfere with my plan, say Coppersmith, Smugglers, Baron. Of course with Colonies cause to give a little bit more time aganst BigMoney, as there are no attacks (yet).
Thinking more about it maybe KC still is to powerfull, as one might want to Chain-KC into more than two actions. On the other hand, there is no draw (except Tactician that doesn't stack and Adventurer that doesn't draw actions), so it can not be done too excessively. The banks might be more valueable.
Edit: Think I can swap the Smugglers for Hoard, which is on both lists but probably does nothing interesting here...