I am going to first re-iterate this:
What I do like is the stand you take on a heuristic for building the engine, essentially listing pieces in order of importance.
junking attacks > cards that trash > cards that gain > useful cantrips or non-terminal draw > villages (+2 actions)* > terminal draw > other useful terminals > Treasure
* IF you have more terminals than villages in your deck.
Regarding:
Poor House, Crossroads, Tunnel, Storeroom, Spice Merchant, Ironmonger, Catacombs, Highway, Altar, Farmland
It's a recommended kingdom, so there are lots of things to notice, as you point out.
If you are going to build a super-engine that gains multiple Provinces per turn, then you missed a vital component of that engine that was present on the board: early TRASHING. One way to go is to open with Spice Merchant. Altar usually comes too late and should be an addition to help you gain lots of pieces (esp. Highways, Catacombs). You could try to spike it turn 3 or 4, but Spice Merchant will be more consistent. You will still have plenty of targets by the time you do hit Altar.
Opening with Storeroom-Tunnel then switching to engine gets the priorities backwards. You want to trash down, get lots of pieces, then see if you need treasure as a payload for the engine (you would pick up some tunnels and a storeroom later).
You were also weak on the +actions. Crossroads isn't going to be enough actions for this type of approach. A couple of Crossroads only, probably only one until late, I would rather pound the Ironmongers and increase action density so they work as villages when you need them.
Alternatively, try going JUST Storeroom-Tunnel-(Catacombs, maybe? Depends on how things are going). You will rack up a bunch of Golds and be able to buy Provinces fairly quickly. Late you also have Farmland opportunities for even more points. It's simpler, easier to execute, and in multiplayer (esp. 4+ players) I would definitely go this route. In the 2-player game, a better constructed engine is probably the way to go.
The idea of evaluating a board before playing is, of course, awesome. Yet, in real life, this shouldn't take forever and a day, so some kind of heuristic will help to cut the time used on this.
I take between 15 seconds and 4 minutes to read and analyze a kingdom. Inspired by this thread, I have been typing up what I do before the opening buy in a way that would help other people (it's mostly a checklist). I am at 4 pages and counting, so.... probably not that helpful to other people. If you are still learning the expansions and the combinations that are possible, yes, kingdom evaluation will take longer. Complicated kingdoms always longer. If you are playing with friends of similar skill levels, then it doesn't matter so much; you spend a couple minutes thinking, probably don't figure everything out, play the game, have some revelations, have fun, and play again.
Kingdoms like the one you posted are definitely on the upper end of thinking time -- they are designed so all the cards are potentially useful or traps, and picking the overall best strategy (if there is one) is difficult. And navigating how to play them as the game progresses is usually difficult, too. That's what makes them fun.
Speaking of designed kingdoms, be sure to enter your best kingdoms for the
2014 Kingdom Design Challenge.