This thread somewhat doesn't really have any serious purpose for dev-to-dev discussion, because that takes place on skype. So before beta testing and announcing, there isn't a ton of stuff to do here.
Also, this is the only place where we're allowed to procrastinate about PyGG2, let us procrastinate.
I am still being perplexed with smoothing down network extrapolation, AJF just finished teams (or so he says) and is working on implementing damage, wareya is working on getting the character movement and collision physics to work properly (btw, how's that going?) and NAGN is doing stuff pretty much everywhere. Nightcracker hasn't been sighted in a PyGG2 place for more than a few months, and Nukleus and Tiktalik, who both said they might work on PyGG2 but they couldn't because pygrafix doesn't work on their systems, could now because we use pySFML but both seem to have disappeared. As for Flaw/Port, he's even worse than nightcracker.
PyGG2 currently has a working engine and a working networking, a almost working graphical interface, very little menus, no map modes and no sound. What's also lacking are those networking extras to make stuff smoother (that don't exist in GML-GG2 either, btw), a working lobby client (IPs currently have to be hard-coded), cloaking, medigun, an NnB system (although sentries are already more or less finished). The FPS currently is slightly above 2000 for me without hundreds of bullets, and several hundred with, and for NAGN, which has the shittiest laptop of us all, a solid 60.
EDIT: @AJF: That is going a bit far though.