I like the idea of trying it with a sample kingdom. Just created one in Goko.
Bishop, Vault, Haggler, Cache, Border Village
Village, Wishing Well, Masquerade, Familiar, Ironmonger
Simple Version:
1. Are there +2 actions? Village. Are there +2 cards? Vault, Masquerade.
2. Are there junk attacks? Masquerade and Familiar. Take 2.
3. Are there trashers? Masquerade. Take 2.
4. Are there gainers? Haggler. Take 2.
5. Are there discard attacks? No.
So your engine components are: Village/Border Village, Vault, Masquerade, Haggler.
The Complex Version:
1. X=18, Y=10, Z=3. (Trashing, Junking).
2. +13 Actions = 7 Villages. Z=10
3. +18 Cards = 7 Villages + 6 Vault/Masquerades. Z=16
4. 4 Treasure (7 $5 cards). Z=20
5. Already purchased Masquerades. +5 to Y for cursing. Y=15
6. Haggler is a "pure" gainer, and you are taking 2, so -4 to Z. Z=15
7. Z=15 is = than Y=15, so the "complex version" suggests that this engine might be a bit too slow to beat Big Money.
So your "Rules" would be:
1. Open Masquerade/Masquerade.
2. If $6, Border Village.
3. If $5+, Haggler (max 2).
3. If Terminals>Villages: Village.
4. If $5+, Vault.
5. Silver
This is interesting because it presents the choice of Masquerade vs. Familiar. I'm inclined to think Masquerade is the stronger open, especially if you open with two of them because you'll be able to dish out and trash the curses faster than a Familiar-player can deal them to you. And the "Complex Version" suggests that the engine may be too slow to beat BM. But the Haggler serves as a +$2 and the Vault can give you coins, so 4 treasure may be unnecessary. When you run the above heuristic through the simulator vs. a Big Money deck that plays 1 Masquerade, 1 Vault, they're a dead heat at 50% each.