I would actually suggest start with Small Treasure Chest (2 winning cards for each large expansion and 1 for each small expansion) THEN expand based on interest and the needs of the set. For instance, last year we found, "oh, we need more villages" -- "eh, we already have so many of those kinds of cards." It was fun to "fill out" the set at the end, but it impacted the theme of each week more than maybe it should have.
I would suggest a starting point as:
Week 1) Intrigue (2 winning cards). Themes: Choice, dual types, interaction....
Week 2) Seaside (2 winning cards). Themes: Durations, Mats, Tokens....
Week 3) Alchemy (1 winning card). Themes: Potion-cost, Potion interaction, "Actiony".....
Cornucopia (1 winning card). Themes: Variety matters, prizes, additional supply piles....
Week 4) Prosperity (2 winning cards). Themes: "Spendy", Treasures, VP tokens, $7 cost, good in Colony games....
Week 5) Hinterlands (2 winning cards). Themes: gain, on-gain ability, one-time effects....
Week 6) Dark Ages (2 winning cards). Themes: "Trashy", cheap, Shelters, Ruins, Looters.....
Week 7) Guilds (1 winning card). Themes: coin tokens, overpay, "name a card".....
"Promo" (1 winning card). Themes: Unusual mechanic, thematic.....
Week 8) Base Set (2 winning cards). Themes: Simple to understand, basic mechanics, vanilla bonuses.....
This leaves room for:
Week 9) Best of the Runner Ups (2 winning cards)
Week 10+) Fill in what's needed (2 or more winning cards). Having Base last helps with this, too. Themes: more villages, more draw, more attacks, more interaction, more Potions, more alt VP, more treasures, more reactions.......
This isn't a full set, you say. Unless there are ties!! That happened pretty often last time. And man, that's already 10 WEEKS.