Duration draw (Haunted Woods, Hireling) is not the same as what's general meant by terminal draw. Those cards may be terminal but their draw isn't -- you don't draw things dead with them because it happens on your next turn.
We can quibble over what exactly "terminal draw" means and define it either way, but the fact of the mater is that cards like Smithy and duration draws like Haunted Woods play very differently. One doesn't like cantrips without solid action support, the other has nothing against them. And cantrips are very powerful, so getting along with them is a huge difference and merits thinking of them as a different general type of card.
I think Adventures is fine in terms of how much draw it has and don't see anything remarkable. There's Gear, there's Ranger, and there's a lot of other non-terminal sources of draw. We have enough Moats and Smithies and Journeymen and Catacombs and Hunting Grounds and other variants. We didn't need that many more. Adventures takes things in a different direction, mixing up all cards' attributes with tokens