I wanted to add my $0.02 to this discussion, as well as provide the overall feedback on the developments in Forge as to how I perceived them being a long-time user and supporter of the project between 2008 and 2012...
On the one hand, it might seem easy to criticize Forge for what it doesn't have. Yes, well, we don't (yet) have an advanced Minimax AI, we don't (yet) have network play, we don't (yet) have some of the cards supported, etc. etc. It's also an "easy way out" to just give up when you see that a particular feature is difficult to implement and then leave (such as the Minimax AI, again, which required very significant modifications to the Forge code to be done).
However, behind trying to nitpick and see what we don't have, it's amazing if we take a look at what we actually do have and what we're trying to do, as well as consider where we've been even a few years ago and how much the project has advanced over the years. I was looking at an old screenshot of Forge, I think it was dated either 2008 or 2009, and I remembered myself playing the earlier versions of Forge in the not-so-distant past, just a few years ago. Forge has come a long way, guys. A very long way. It has come from a 1000+ card, standard Java application interface, half-cards-don't-even-work-completely (and another half either crash or at least cause the AI to go haywire) individual project to a 11600+ card, scriptable, beautiful-looking and themable (well, with some reservations like the top right card detail box, but I'm sure all that will be fleshed out over time as well!), multi-mode MTG simulator with constructed, draft, and sealed modes, with an interesting configurable quest mode, as well as rapidly progressing support for MTG variants, with sound engine and with fun AI. Yes, guys, fun AI - despite the fact that it's not Minimax and not as deeply thinking as some of the other fan Magic projects, it's competitive and fun to play against and can definitely kick your butt if you give it a chance to. I remember that just a year or maybe a year and a half ago, when the Draft mode was still new, I used to nitpick about the draft deck creation AI always combining all five colors into an absolutely unplayable (at least before turn 6 or 7) monstrosity that I always steamrolled even with the simplest draft choices. Now, however, I can't approach the draft mode without strategic thinking applied, because the AI actually builds some pretty good decks out there (and plays with them well enough!) so that I know my butt will be kicked unless I apply some strategy to my drafting.
Anyway, what I want to say is that Forge has improved dramatically over the years, and despite all the things we don't yet have (Magic is a very big game, with a huge rulebook and tons of cards, with more and more being released every year, so it's no surprise), we have a lot, and we strive to add a lot more, and the improvements actually come quickly enough - quicker than in many other projects, by the way.
In the course of time it's sometimes difficult to track the progress objectively, every single improvement taken as a standalone achievement might seem minor enough (unless it's groundbreaking on its own, such as the addition of multiplayer support or networking), but altogether these minor achievements add up to something major quickly enough as well.
As for version numbering, there are indeed several approaches to version numbers in the world. Some projects never get out of the 0.xx numbers, reluctant to even get to the 1.0 level despite already being stable and polished enough (DOSBox is a good example, it's still at 0.74 despite the fact that it plays the absolutely majority of games perfectly already - if 1.0 is the level where it has to just play everything absolutely perfectly, I don't think it'll ever hit 1.0

). On the other hand, there are projects which are quick enough to advance even the major number of the version, quickly going into tens - take a look at Firefox, for instance, which is already at version 17.0 or something like that, if I'm not mistaken. There is, of course, the middle ground too, with its own gradation.
It's up to us to decide how exactly to go about numbering Forge and when exactly to increase the major and the minor versions. I agree that the major revision (2.0) has to be something groundbreaking, but for minor revisions (e.g. 1.4 instead of 1.3), I think that individual significant achievements, such as adding a new game mode, might as well be enough, but then again, I'm OK with either way of numbering, really, since what really matters is what's in the game.

Thank you all, guys, for staying faithful to the Forge project! It's a blast to help you out with it, I enjoy working on the project and I have faith in the Forge project. Keep up the great work!
- Agetian