I really don't see TM or Adventurer here. It must be noted that you played Lord Bottington, so naturally your strategy dominated his, but I think that after trashing you can build around FV, witch for draw, TR, Market and maybe 2 gold. You should be able to draw your deck reliably, so no need for Adventurer, and instead of buying to TR and waiting for a reshuffle to get the TR's played, you can just get a couple of gold directly. I haven't played it out, but I think it is faster.
Those are some good points. Witch + Chapel + Fishing Village is one of the most powerful 3-card combinations possible in the Seaside expansion. If one player is not doing the combo as effectively as the other, he is likely to lose. This relates to the game result more than anything else about about what cards enhance this Witch + Chapel + Fishing Village combo. That said, on turn 11, I had the following in my deck -- 3 witches, 3 fishing village, 1 market, 1 chapel, and 1 silver. It took 9 additional turns to gain 7 provinces by going for Treasure Map + Adventurer, which certainly isn't bad, although there aren't many games where you need to be effective at getting 7 provinces. If your engine slows by the time you have fewer provinces, you'll still likely win. I ran some simulations to test out this case using Geronimoo's sim and got the following results:
Witch + Chapel + Fishing Village with Treaure Map
vs Witch + Fishing Village + Chapel without Treasure Map -- With Treasure Map wins 55% to 41%
The simulated Treasure Map strategy was buy 2 Witches (before gold), then start buying Treasure Maps, regardless of whether the deck is trim or not. Win rate can be improved further by adding a condition about not switching to a Treasure Map strategy when some combination of garbage remains in the deck. Playing around with some variables, that threshold seems to only going for Treasure Map when almost no garbage remains in the deck If significant garbage remains, then it's better to buy golds and pursue a different strategy. Adventurer had little effect on the overall win rate because the sim usually didn't buy it. Without multiple buys, the sim would keep hitting 8+ and buy a province with nothing to do with the left over $, until provinces were low enough to buy dutchies. This sim didn't consider Market and Throne Room, which will certainly have an influence and could shift the win rate away from Treasure Map or could allow the sim to buy Adventurer with the multiple buy, leading to more noteworthy effects. Regardless of whether including Treasure Map is the optimal strategy in this kingdom, it does fairly well. There are also other kingdoms where this type of strategy is more useful.
I realize there are other far more powerful and far more useful card interactions. I chose to list this one because I like how it finds a use for some lesser played cards, and I expect is uncommon to play. I find this kind of unique, lesser played card strategy "neat", and it makes the game more enjoyable to me. I'd expect the most useful Treasure Map enablers from this expansion are Warehouse, Haven, and Tactition; rather than Chapel. However, they don't lend themselves to Adventurer.