Honestly, the XGP machines do look like rather neat devices, with an interesting industrial design, the advantages of the GP2X (ARM9 processor and plenty of RAM, also a 2D blitter) and the 3D accelerator on the SoC seems nice. The analog stick might be an advantage but for emulators I can't see it being very easy to get used to for any sort of 'authentic' feel with any console.. it might be too unnatural? Although I'd think the same thing of the GP2X's stick just looking at it, if I'd never used it.
Now, personally, developing for the machines would probably be just like on the GP2X with some changes .. since it's mostly the same hardware (MagicEyes SoC with slightly different specifications..) but the advantages I'd use aren't there. Like a drastically increased ARM920T clockrate (it's apparently 200 MHz, not 266 MHz, according to MagicEyes, who I'd trust more than Gamepark really to rattle off their specs, as they MADE the SoC that defines what the system IS .. they probably just are able to overclock most of them to 266 MHz so call it that. Like how Craig calls the MMSP2's ARM9 processors '240 MHz' since they all seem to reach 240 MHz.) I doubt if the 2D blitter can handle much more of a load, and most of my drawing work doesn't put that big a load on the blitter anyway (the ARM920T could handle the vast majority of it in most situations..)
The only way I can see myself wanting to develop for an XGP system is for 3D endeavors; if Quake is ported AOA2 and the air combat game we're planning would run vastly better with even relatively weak 3D acceleration-- compared to on the GP2X where the bar is set much lower for max polys in a scene and there must be a substantial overclock.
And that may be ALL I can develop for it except a straight port of Stargazer or what have you, comfortably-- since if I exceed the specs of the LOWEST-end XGP model I alienate the community! e.g. I cannot develop for the XGP as the XGP Mini users, which most people seem to want .. will be left out in the cold if it pushes past the RAM capacity of the XGP Mini (32mb and odds are the OS eats up a good bit.) Stargazer is going to use at least 20MB of RAM just for VRAM, and at least 16MB more for various other graphics allocation, actual engine data, and of course music playback. Pain in the ass; there'd likely be a good bit of scaling back to do!
That is .. if these handhelds are even half as good as GP makes them out to be. The GP32's history seems to prove the XGP will probably go just like the GP2X with lots of faults in the start that need to be ironed out, revisions .. the whole nine yards.
I'll probably just fix my headphone jack, install one of Radek's D-Pad kits and call it a day. With a 312 MHz overclock ... that makes the GP2X my ideal handheld already.