It really shouldn't be too hard to add TrackIR support, however, none of the devs have it so that could make testing it difficult.
I'd be interested in adding it if you or someone else with the device can test builds.
On the 1st point, there are a few ways I can see doing that (I've done some thinking).
1-Generate textures of the default HUD font at startup. These could then be mapped on individually using the texture replacement SEXPs. This could cause massive slowdowns and would be limited by the texture limits for ships, not to mention the extra coding work to designate textures to be replaced and actually do the replacing
2-Wait until a render-to-texture function is implemented. For D3D, that would mean upgrading to DX9. I'm not sure about OpenGL
3-Modify the existing 3D functions so that the gauges are drawn in 3D space. Right now, the text and images are mapped onto polygons and then rendered. It wouldn't be texture mapping, it wouldn't be as difficult to implement as #1, but it would still be very difficult for modellers and coders. Modellers would have to define points on the model with pretty high accuracy (hundredth of a unit), probably via a TBL file. Coders would have to update the code to read/parse that data, and then have the HUD automatically switch to using 3D functions if points are defined for a given gauge. A new text-display function would have to be written for both D3D and OGL modes for 3D text display.
Edit:
4-(Which I basically couldn't do with my current 3D knowledge) Have a separate texture for a cockpit model. This would contain color-coded sections, much like the interface click maps. When the model is loaded, the texture would also be loaded, mapped, and the points for the sections loaded into memory. At this point the same thing would be done as in #3, the gauges would be projected in 3D space. I've no idea if this method would actually even be possible though.