There are two main strategies that I see here. There's the simple, but strong, Ironworks/Gardens. I would be tempted to go for this one myself. Then there's the enginey thing with Ironworks/Monument/Wandering Minstrel. This also looks very strong, the big question is "Is it fast enough?".
First, IW Gardens. The rushing player would have several advantages. One: They are competing with the engine for Ironworks. Two: The engine player will need several Wandering MInstrels(At least 5), giving the rush player an easy pile to run out while they are still ahead. Three: Ironworks gardens is very fast. Once on isotropic I had a mirror last 8 turns. It would be difficult to accrue the points advantage before the rushing player simply ends the game.
On the other hand, the engine has a lot of enablers. My opening would be IW/Chapel on 4/3 or 5/2. I would like a second, or possibly even a third Ironworks with which I can pick up every engine piece I would want. Monument is the crux of this engine. It gives money and a quick way to get the points to fight the gardens player from ending it too soon. Expand here is effectively useless, there are no 5s to turn to provinces, and expanding province -> province doesnt help as much here. Militia is fairly important here, but it hurts IW/Gardens less than it hurts other strategies. Caravan will be important, as it is the only source of draw(alchemist is far too slow), and it costs 4$ which means IW can easily pick it up.
The game is going to be a balancing act for the engine player. They are going to need to get enough engine pieces to win, but keep the piles high so they can't pull out a surprise ending.When the piles get low, they have to have the points to keep the rusher from ending it immediately. I would go for the engine here, as I like a challenge, but I would love to see some logs from your games. It looks like it could be very close either way.