I would change:
3 mana 2/4,
whenever this takes damage, add a 2 mana spell that deals 3 damage to minions only to your hand
Reasoning: this keeps the card draw and the ability to trade extremely well but takes away the ability to single ha deadly deal 8-13 damage consistently.
1 mana spell
Dispel a minion. Restore health to your general equal to the number of lines of text in that minion’s description
(for example, heart seeker has one line of text and lantern fox has 3)
Reasoning: For a slower faction, Vetruvian is severely lacking in ranged removal and healing. This does both while adding some Vetruvian flavour (using the enemy’s strength against them). At worst, you get 0 health back. At best, you get 4.
3 mana 3/4
At the end of your turn, both players draw a card.
This way, it is like a blaze hound that keeps giving. Your opponent gets to use their extra card first but since you were the one who first played it, the draws would probably benifit you more.