As has been said before, the P2 needs something to distinguish/seperate it from the 'big boys'. I don't think having a keyboard is enough.
"Runs linux out of the box" is a distinguishing factor but let's face it - us linux enthusiasts are NOT a big market. Sad but true.
You should look up
Disruptive Innovation, I think.
I firmly believe that if CircuitCo. and some of the other circumstances hadn't hampered production, the Pandora would have been one of those "new value proposition" technologies. Indeed, even without managing to disrupt large markets, you could easily argue that it has been, because it's serving a market that had few to no real products to buy, prior to its availability.
Console handheld gaming has also became a niche thanks to these phones.
So the press likes to tell people (and so gamers are given to believe without researching it), but the rhetoric is all revealed to be a bit of a swindle once you actually look into it.
Let's take the case of Angry Birds - the biggest, best-selling telephone-game of all. Few telephone-games come close to its levels of success, most sell a few hundred or a few thousand, with the unlucky majority selling almost nothing, or outright nothing at all. It's claimed that we all have mobile-telephones (which is nonsense - quite a large number of folks don't want or have any use for them, or just want a telephone that's a telephone, not some "jack of all trades, master of none" catch-all device), and that everyone plays games on them.
Curiously (presumably to avoid detailing the embarrassing gulf between purchasers and those happy with the demo), Rovio stopped reporting sales figures for Angry Birds after its first year, during which the 69p app sold less copies (~10,500,000 - no mean feat, of course! This was part of a figure of 42,000,000 that downloaded the title overall, with the vast majority being the demo, as you can see from the sales figures) than the £219/later-£135 Nintendo 3DS sold in its first nine months (~15,320,000).
Nowadays they just report "downloaded" figures, which includes the demos and ad-supported editions (some press outlets report these as sales, which is at best incorrectness due to poor journalism and inability to read properly, or at worst deliberate misreporting in order to suit an agenda). This is somewhat analoguous to a game company putting an ad-supported Flash demo on its website, then including page-loads of that as part of its sales figures. They wouldn't get away with it, but telephone-game vendors seem to be allowed to, because it lines up with the press rhetoric that keeps getting spouted.
What has *actually* happened is that telephone-games have opened up a different market altogether, which, whilst there is some overlap, is actually distinct from that of any sort of consoles. It's the same thing, in a way, as how Brain Training didn't cause people to buy Resident Evil, but did introduce people to a new medium from which they bought other newly-made games that did suit their tastes, thus growing the market.
Basically: These claims about telephone-games now, are no different at all to the claims circa 2005/2006 that Adobe Flash games were threatening home video game consoles.
And gamers are still being just as gullible about it, too, to the point of believing that a massive market has suddenly become "a niche" overnight, just because some reports told them so, in spite of the facts that can quite easily be uncovered...