The shanty town/council room engine is a trap.
If you play multiple council rooms in the mid-to-end game, you basically guarantee the opponent exactly the turn he wants - either a province, or a fired up engine if that's what they want. It is really dangerous to spend a lot of time playing multi-CR turns without a better plan than engine. And, of course, since Shanty Town is the only village, you're not getting any more card draw out of it than a simple village/smithy engine! Think about that.
I think Apothecary is key. Add in either a steward to trash the starting estates, or herbalist to buy them quickly, or golem to power through the greened end-game, but rely on apothecary here maybe.
Don't take any extra coppers, I think. You start with 7, one more coin from the herbalist gives you enough for a province. OK, maybe add in one gold or something so you can do province+apothecary turns.