As a critique, I'd say you did fairly well to get that working with few neat tricks along the way. It's a style of deck construction that will come strong eventually but can unfortunately come a couple of turns too late. You need decent draws to get a decent score by turn 14/15.
So what can go wrong here? Well you're trying to get three terminals, moneylender, expand, and jack, played as often as you can to transform your deck. This requires the crossroads for extra actions to be drawn at the right times, but if you add extra crossroads then they could eat into your actions instead. This is at the root of the potential bad draws. You've got three potentially useful actions for cycling the deck and drawing cards; crossroads, menagerie, wishing well, and these can reduce the bad draws. Their usefulness changes however as your deck changes each turn so it can be easy for the deck to drift out of balance (too much copper, no green cards, too much silver). You can't do much about the lack of a useful 5 cost card in the kingdom but it does hamper your deck as well.
For the game as played I'd take another menagerie instead of the fortune teller and a harem instead of some of the golds. The deck needs faster cycling and bigger hands.