I have a real-life project I am in the final stages of wrapping up. Then I can work on the PSP stuff and otherwise do engine coding [for a couple of weeks, at least]
I will be at least as happy about it as some others will be (I get nagged about some of other engine stuffs). I have a lot of things I have only been able to think about, that I'd like a good high-quality block of time to play with to implement.
[One example of something that I'd like to do ... yeah this isn't PSP ... is convert Qrack over to OS X, look at QuakeForge's SDL software renderer and port Engoo to OS X. That isn't even the half of it, really, but the PSP update come first or very first-like-ish.]
What really frustrated me with the PSP about 15 months ago involved memory issues. And at the time, I wasn't deeply familiar with ... although this sounds funny to say ... "each memory allocation" and when they occurred. That changed when I started ripping apart Quake memory management, rewriting a lot of it, trying new ideas after looking at other engines, failing occasionally and understanding why I failed, etc.