OK, So WW for your village means you can get by with less terminals. Usually in a Wharf deck I think about how many Wharves I want to have in play each turn, though. So I'm struggling to see how this concept applies to the use of Wharf. Add in also that besides Counterfeit, Wharf is your source of +Buy to pair with Highway. If Counterfeit is going to be involved in this deck, I'm still not clear on how it's best used, particularly to be faster than getting Wharves.
I tested some stuff out playing against a bot. None of the bots bought Militias, which skews things a bit, but I can't think of any times in the actual game where I actually got hurt by a Militia. This may skew things a touch.
Trying to emulate my in-game strategy:
Open Militia/Silver
Get Ironworks on first reshuffle, get Wharves on $5 up to 6 of them, WW on $4 buys/gains, and try to get another Silver at some point.
At this point, get Highways until you can pile the game on a win (usually have 6 or them by this point and the ability to Ironworks/buy lots of Provinces here)
This ended the game on turn 13 or 14
Incorporating Ironworks/Highway interaction, I do this:
Open Militia/Silver
Get Ironworks on first reshuffle, on $5 Buys/gains, get Highway, Wharf, Highway, then Wharves up to 6 of them
On $4 buys/gains, get WW (maybe get some of these over Wharves if I get terminal heavy, but that hasn't come up)
Get Silver on $3, but not necessary.
After I have 6 Wharves, get several more highways quickly until you have like 5 or 6 of them, then devour Provinces.
This ended the game on turn 11 or 12.
I guess that's a benchmark? The deck felt roughly the same each time I played it, but it was obvs. faster with IW/Highway shenanigannery. None of these felt like when I played this game on the video.