Yes, most decks like/love cantrips, such as Market/Peddler/Mill etc. but Voyage decks hate them.
Voyage is like an anti-engine card in that you'd rather have a hand that can get Militia'd and still buy a Province such as Gold-Gold-Silver-Estate-Estate than a hand that wants to string actions together.
So when the dust settles, I think it will be used in money-based decks or attack heavy decks where you're desperately trying to win the Curse split or something like that.
Note that non-cumulative attacks like Militia/Goons/Margrave etc. are no use in Voyage turns since the opponent has (likely) already discarded in your previous turn.
I concur. I think if it was 3 actions and then you get to play the buy phase it would be a good card. But as is it is a stone that will absolutely make any engine based deck worse by adding it, save edge cases like curse racing without trashing, and even then I find it hard that I couldn't somehow get my deck to cycle more to get to the cursers I have and make my engine better than sacrifice handcuffing it in the hopes that I get an additional curse or two advantage from the move, as after that then I have to overcome having the card.
It can be helpful in engine decks, but not in the way you'd usually think about them.
Engine decks not only care about gaining cards as quickly as possible, but also about trashing them.
Drawing Chapel-Curse-Copper-Copper-Estate or something like that would be great.
But Voyage is not the top card in the pile, Old Map is, so the pile has to be rotated once or 4 copies of Old Map gained, which means the first time you could gain a Voyage let alone play one is not until a little later in the game.
And a little later in the game you're not trashing as much as gaining. You 're usually only trashing much (especially with a terminal multiple card trasher like Chapel, Steward, etc.) in the first few turns.
So if you desperately want to use Voyage in an engine deck you need to have the right support for it. Gainers such as Artisan, Altar etc. could be useful.