If your opponent opens Talisman, as was the case in this game, is there enough time to build the engine you describe? Also, when your opponent grabs 2 Potions on T3 and T4, how do you adjust? Do you skip the $5 Haggler on T4 and go for a Potion, or do you stay the course?
When your opponent buys two potions on t3/4, you count the kingdom cards very carefully. Most likely you'll only get up to 8 or 9, and he has hidden some combination of familiar, university and/or scrying pool in the upper left pixel of your screen. However, in the unlikely event that's not true, you sit down, relax, and start enjoying your victory. Basicly your opponent bought himself two curses, but the kind that invites him to buy even more curses. Ok, Ok, those secondary curses are worth a few more points, but no way you can hurt your own deck this badly this early in the game and get away with it.
About the kingdom itself - Haggler, talisman and vineyards are all nice for your deck but not that great in a single turn together. I think I'd skip talisman. It's important to get margraves up fast, and the round 1 spice merchant really helps a lot on deck improvements. I basically agree with shark bait on the early game plan. Although the main plan is vineyards, don't disregard getting provinces here completely, especially if you get to play with 2 hagglers. But this kingdom is way too interactive / draw dependent to say something meaningful beyond the first couple of turns.