I'd be surprised (pleasantly) if the Elaine controlling segment made it, considering how early it was. Also ... if I were Ron, I'd have been tempted to edit that out of the post if it actually ended up happening - leave it as a surprise.
The thing that stuck out to me was the comment about the UI.
He's mentioned having done interesting things with the UI in a couple of places.
It makes me think that what we're going to get is not going to be like the old school SCUMM interface (unsurprisingly) but also isn't going to be like CMI, or even MI2:SE (which I think is the best version of that kind of thing).
It makes me think they've really thought about what a verb is. Here's my out-there guess:
In the new interface, the verbs available to you change, based on the context. And the context might be where you are, what you're doing at the moment, and maybe even what you know.
This introduces a whole vector of puzzles that you can do, because you're not just limited to the same 3-9 verbs that are used in all screens but you can add and drop verbs as needed. It also means you can tell jokes with this part of the UI. Remember how fun it was when all your verbs change in MI1 before you touch the parrot? Imagine that, but stretched across a whole game where verbs can change from context to context for both puzzling and humourous reasons.
Personally, I agree with Ron here. The status quo isn't great. And part of that is that verbs aren't very compelling. Basically, when it comes down to it, everything is just use. They are, as Ron has said in the past, cruft. I once went through the entire walkthrough of DOTT, a 1993 adventure game, and even back then there were only 3 or 4 actions in the whole game that couldn't be solved by 'walk to' 'use' 'talk' and your inventory items.
Several years ago I had a sort of epiphany while thinking about a set of adventure game puzzles I was designing: inventory items are verbs. When you say 'use banana picker with bananas' all you're really saying is 'banana pick those bananas'. But inventory items are SUPERverbs. You can do all sorts of things with them you can't ordinarily do with regular ol verbs. You can gain them, and lose them, exchange them for something else, they can have a quantity (pieces of eight), they can change over time (mug of grog) and you can combine them together to make new stuff, and that ultimately makes them more FUN to play with than verbs as they traditionally exist in adventure games.
If Ron and Dave have designed a new UI which brings some of the flexibility of inventory items to the world of verbs, they might have found a way to make them relevant again.
Of course none of this actually addresses how the interface might actually look/respond. For that, I have no guesses.