I think you do want one Amb here - for the Coppers, just to keep junk moving around. You can eventually get a Curse and make life a little shitty for your opponent too, so it'll stay useful for awhile.
The Dream opening really is Island trashing Hovel and Amb - then you can hopefully Island OGE and Amb out your Copper, getting reasonably thin pretty fast. You'll need 2-3 Silver this way, but that's not the end of the world.
Apothecary isn't fantastic here - you would rather just not have those Coppers, and you have way better things to do with your time. Particularly since GM is a key card so you can't even always use your Copper for economy. The cost of getting Apothecaries is just too high.
Don't lose the Villge split, but don't be an idiot - maybe Workshop is okay for that, but I would rather get Margraves and GMs quickly and then piledrive Villages. Maybe BoM?