I may read into this game a little more when I have some time at lunch (I'm very intrigued by the board). I must say one thing as a first-glance...
Your first 5 turns were plagued with bad luck. First, he militia'd your chapel hand, whicn in my opinion is the single most disastrous thing that can happen in the first 4 turns of this game. The loss of two trashed cards is so profoundly impactful. Not only do you later draw those two junky cards, but the next time you draw your chapel, there is less junk in your deck because of your new buys (and 2 trashes) and you are more likely to draw fresh-buys with the chapel....
which ALSO happens to you in your next chapel turn: Chapel, Copper Copper Silver Sea hag. This is the next worst case scenario. Infact, you would have rather him miltia you this turn, instead of the previous, since you aren't really chapelling there either.
Those two missed chapels have just such an insane impact on the entire remainder of the game. It's probably along the lines of starting with 5 copper 5 estate as a handicap.
///edit: Infact, your 3rd (and 4th) chapels gets screwed up as well: (Estate, a Chapel, a Copper, a Sea Hag, and a Silver). Then later, your 4th chapel is dead: (ShuffleNCut draws: a Gold, a Silver, a Chapel, a Sea Hag, and a Copper). This just further illustrates my point of how critical those first chapels are. If you miss them, it becomes increasingly difficult to get any utility whatsoever out of chapel, and it's (almost) a dead card. Now it's turn 14-15 and your deck has swelled. There's no point wasting a terminal action on chapelling, wasting the turn, and barely improving the consistency of your deck. The opportunity cost of chapelling is too high now.. so chapel is truly a dead card. That's due to nothing but miltia and a little bad luck //end edit.
For that reason, anytime I see militia and chapel in the game, regardless of anything else on the board (except for witch/montebank with a 5/2 opening) I will always start militia/chapel. The potential of militia'ing his first chapel turn is just too important to pass up.
And on second thought, while i think that Montebank/Chapel and witch/chapel are the #1 starts (as also demonstrated by isotropic best/worst starts), I actually think that on a board with Militia, you should actually open militia/chapel even on a 5/2. I'd be interested to hear other thoughts on this. Again, I know Monte/Chapel is basically the "nut-high" on average, I think in a kingdom also including militia, that militia is actually a stronger start.
Being able to possibly militia his first chapel (while he doesn't militia yours), then use the militia to buy a montebank is stronger than going monte first yourself. Thoughts? (Also, I hope to not derail this thread that much - perhaps this discussion warrants it's own thread).