Our (loose) roadmap has been altered considerably by the requirements from our licensees, and the apparent progress slowdown is largely the result of that (I mean progress you could have expected from two guys). On the other hand, our commercial efforts have the same goals as OT ever had, and ultimately it will allow us to reach them quicker. We have already expanded our team and the results will be visible soon.
It affects some priorities. The (in)famous procedural trees still need a lot of R&D to get them fully usable in OT - seamless LOD switching, lighting, support for a wide variety of vegetation types etc. IMHO the "normal" 3D trees will be used before the procedural ones, even though they cannot reach the details and seamless switching of the procedural ones, but they will be much faster to do (not without problems on the OT scale though). However, 3D trees aren't that important for many uses of OT, they certainly come after the weather and particle effect rendering.
We want to outline a rough road map after we plan our contracted work, and incorporate other possible activities into it. The main tasks are world editing tools and import, weather and particle effects, and support functions for ballistics, physics etc. All of them will of course get into Anteworld once ready.