Cornucopia has nothing even remotely like a Smithy variant.
I think Followers is at least
remotely like a Smithy variant.
I guess mostly what I'm thinking is that engine building is not clear and obvious like it was in the past.
In cornucopia, you could buy lots of hunting parties to know you'll have a big hand; in Alchemy it was alchemists. In other sets, there was always a village and a big draw. (In Seaside it was Wharf which was little-but-secretly-big draw)
Here none of the terminal draw quite seems strong enough to just start buying with villages. If we're going the Lab Route, we can get Lost Cities (which are super strong I know) but don't quite feel like engine-glue in the same way.
Thinking it through now, I guess the thing that's making it make more sense is noticing that Lost Cities + Gear is effectively the same a Village+Smithy, so the basic pieces are still there.
So, you're really looking for a card that can
consistently draw a large number of cards into your hand (when paired with a village if it's terminal).
I guess by that definition maybe Storyteller is the closest match?
Haunted Woods and Gear both defer your draw to your next turn, but if you can get to the point where you are playing one (or more) every turn you have a pretty decent engine going.
Ranger definitely draws big, but obviously lacks consistency.
Works better when throned (or Royal Carriaged).
You could also count Hireling.
It's expensive to set up, but if you can get multiples you have the very definition of consistent draw.
Ferry is a good enabler for this.
And if you're counting other non-terminals like Alchemist, you can't really ignore Lost City.
I think you also need to consider Expedition as well.
If you have a source of +buy and plenty of money you can add two extra cards to your starting hand every turn.