This looks good "on paper" but that increases the overall effort needed multiple times, and having way less than 1 person (in terms of manhours/week vs someone working fulltime) this is going to be extremely difficult to pull off without risking to have nothing at all ready on release.
Of course it's difficult to pull off, that's why you have to start early with these things.
And these things don't have to be taken to extreme levels, just that there must be some way for a complete outsider to join in.
Take the .next stuff for example. Despite beeing something hardly anyone cares about, it has its own reasonably easy to find section on the forum, it has a few posts that sort of tell what's going on, a github repo that makes contributing easy, and a build system that's not completely impossible to set up. And it actually attracted a few people that jumped in and helped a bit.
And that's for something that's hardly an official pandora team project, based on a near unusable OE base system. An official pyra project based on debian should have it far easier.
If the infrastructure is there, people will show up, that's how all open/free projects work.
There are already too many devices out there that have great hardware specs, but are near unusable thanks to bad software.
Getting a software dev team and infrastructure set up should be just as important as getting the hardware itself developed.
Just because you now have a kernel and a somewhat working debian image doesn't mean that you can just sit back and wait.
You might not but ED does, it was one of main reasons for not going Intel's way from what I can tell.
ED is wrong.
I've told him a few times, but he still sees .pnd as the magical perfectly working system it appears to be to the end user, instead of the hacked together disaster that it is on the inside.
Of course you could spend a lot of time on adding even more hacks on top of that to get it running on a completely different system, or you could spend that time on getting something more sensible done.
For marketing purposes it's nice to be able to mention 1000+ apps, but as I said before, 95% of them are just things that exist as .deb packages already, and the rest is easily recompiled/repacked.
And just to make things clear, a cleanly implemented .pnd like system in itself isn't a bad idea.
But this is not how the hardware is connected (bunch of unrelated devices on different buses) and such driver has no chance to be ever mainlined. Nobody likes to sit on old kernels just because there's nobody to do the porting work. Unless we can do it in userspace this is not going to happen.
One failed project for pandora was a daemon that took all those devices and made them show up as a single gamepad. So doing it in userspace is certainly a possibility.
I think it went nowhere because apps just switched around nub modes when they felt like it, making devices pop in and out of existance all over the place.
As long as the hardware actually shows up as what it really is ,and stays that way, instead of switching between beeing a keyboard, a mouse or a gamepad, a userspace daemon that ties it all together would be the way to go.
And this is counter-intuitive, you'd have to teach every user to do this. Not to mention the same incompatibility with mainline problem again, unless it somehow can be done in userspace. What could be done is hacking popular libraries like SDL, but that's going to be a burden to maintain.
If any hacks need to be done, it'd better be one small userspace daemon, than having to patch half the OS. (Not everyone will want to run debian anyway)
But you do need some easy way of switching the daemon between generating mouse/keyboard events, and gamepad events.
You can't have it always do both , generating mouse events and nub movements at the same time , or fire buttons that also press keys at the same time for example will do weird stuff in a lot of games.
A clearly labeled keyboard button that makes the daemon switch between modes shouldn't be THAT hard to explain to users.
Make it light up a led to indicate the mode, and everyone should be able to figure out what's going on and what to do when they move the nub and the mouse doesn't move.
(you could do it in software with an applet, but you'd probably want to switch modes inside a fullscreen game sometimes, and having to go back to the desktop just to switch it around is even less user friendly)