Problem here is that you analyze the board, but this decision (am I going to buy stuff purely to boost foragers?) should depend on the game.
If at some point in the game you get to a state where you are much more likely then your opponent to play (multiple) foragers each turn, sure go ahead and power them up.
If I would play this set, I would probably also open Forager/Potion. Second stage would be to trash cards & get Hunting Parties. Stage 3 *could be* to start powering up the foragers if my opponent plays something like Adventurer-Fool's Gold (like your opponent was doing).
In short, I mostly agree to your gameplan, Andrew. However, I think you transform to "stage 3" a little bit too soon (you seem to do it on turn 4, although the silver may be good anyway). Your opponent is headed in the direction of a Fool's Gold deck, and thus won't play as many foragers as you can, but he isn't really committed yet. It would be a shame if he can still switch back to a strategy that *does* play a lot of foragers and then profit from your hard work. I really don't like the fool's gold you buy on turn 6. In stead, remove uniques now, and play your university as frequently as you can. At this point removing cards is much more important for your deck then getting a bit more $ every time you do play forager. You keep that curse (called Necropolis) around in your HP-deck along all game, breaking your stack almost every time you draw it.