My initial thought was to agree with HiveMindEmulator here.
I want to start up using fishing villages & watchtowers. Probably want 2-3 fishing villages and 3-4 watchtowers. Thats a bit out of balance, but I don't mind. Soon lots of inns are coming. I want to add a mine and a ghost ship ASAP and use the mine as many times as I can, by just adding inns for a long time. Maybe in an exact mirror the ghost ship doesn't do much, but I think I want it anyway.
Then it depends on what my opponent does. If he doesn't appear to have a plan / actions, I will punish that by getting 1 additional ghost ship, focusing on playing them every turn. That should stall him hard, while I keep upgrading my yellow cards. If he really doesn't want to listen I start adding rabbles, to play before the ghost ship.
If he mirrors me, I will add more fishing+watchtower (next to lots of inns). This type of deck plays almost every action every turn, but then stalls hard when I start greening. So especially in a mirror, I want my green cards to be colonies. If he tries to end it on provinces: good luck. That will require buying 8 of them, because I'm not going to help you. If I have more fishing villages & watchtowers and he starts greening a little bit too soon (i.e. provinces in stead of colonies) its time for some rabbles. Rabbling some and ending with a ghost ship may stall him for several turns.
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Having said that, a very nice alternative is to ignore the watchtowers, and go fishing village + rabble (still with a mine & a ghost ship, only add an inn when the timing is nice, don't buy money that costs 6 or less). Yes, opponents ghost ships will hurt a bit more, but you can handle greening a lot better. Simpler and could very well be stronger.