Phoenix Linden wrote an absolutely excellent response to my question, not an empty PR dismissal, but a reply with sufficient detail to be satisfying on a technical level. Thank you Phoenix. Here's a sort of "porting problem sheet" summary made from Phoenix's list and with his other relevant issues added in (paraphrasing slightly for brevity, I hope that I've done it accurately and that it's OK with you, Phoenix, edit it if not):
* Code which doesn't yet compile under Linux/Mac gcc, msc++ and vx.net
* Platform specific full-screen modes
* Platform specific hardware detection and use (eg, AGP, different ATI revs)
* Window init and messaging (write LLWindowLinux/X11 as in win32)
* File open dialogs (aka common dialog on windows)
* Strange platform specific thread, process, or driver bugs
* Specialized, platform specific 'core' dumps for investigation of problems
* Implement methods in LLWindowLinux (code grinding)
* Deal with specific driver bugs using per-platform overrides.
* Port LLWindowOSX and LLWindowWin32 to SDL or other.
That list is eye-opening, and very sad for those of us who have been trying to be optimistic about the prospects of a native Linux client being released. What the above list very clearly indicates is that the SL client is not even close to being inherently portable. Indeed, a list of that magnitude is a major project spec in its own right. It's very disappointing.
In my question to the Hotline, I threw a tentative brickbat at Cory for apparently not designing the client with portability in mind as a key design and build requirement. We had already known that it wasn't inherently portable since the need to port it had been mentioned officially on numerous occasions, but we didn't know the extent of the problem.
Sadly, now we do, and it's terrifying.
Judging by the list, Phoenix was 100% right when he said that a large amount of work would be involved in the porting, requiring substantial commitment of resources which are not presently available (this work is currently resource-constrained). In other words, the failure to design the client for portability in the first place is costing Linden Labs dearly in money and resources, and is costing the Linux customer base dearly in annoyance and protracted waiting. All because of a failure in design/planning, by the chief architect.
Every single item on that list has portable solutions that have been implemented in countless fully portable games, as anyone who has been looking through the SDL and dozens of other 3D forums knows full well. It has been many years since full portability between the major platforms was regarded as a problem. The fact that large sections of the client were designed and coded to a specific platform instead of portably is technically underwhelmiing, and certainly not in keeping with the vision that makes Second Life so great.
There is really nowhere to go from here. Because of this early design failure, creating the Linux client is now a financial matter, and the platform demographics suggest that it would be a poor investment of time, money, and resource. This is a very poor state of affairs.

