Well, I'll acknowledge it's a long history, and one that can't be abandoned or taken in a radical new direction without alienating fans of it's past incarnations.
I think it's possible to present it in such a way that it works with the more "mystic"al feel and the sci-fi feel. Perhaps a little tricky, but completely doable.
I'm just hoping they capture the best bits from the playtest versions. I really liked the mechanical concept from last time (disciplines with multiple effects), although the power level needs to scale up to the equivalent of 9th level spells. However, I liked the metaphysics behind the earlier version (sans Far Realm nonsense) better.
I mean really, how many psionic fans wouldn't be satisfied with:
1) Flavor that can be spun as either sci-fi, magic, or "other" mystical
2) Reality transcending metaphysics description (presented as "some psions see psionics as...")
3) Recapturing AD&D feel with terms like "disciplines"
4) Unique system, but that mirrors power and utility of spellcasting
5) Subclasses using a simplified version of psionics compared to the full mystic/psion class, based on Innate Spellcasting (ie, Monster Manual psionics)
Sounds like that would work for most fans, provide options for those who want them, and get some who are on the fence to try it out.
Some of the concerns I had with previous playtest versions was not allowing iconic things, like astral travel, and that needs to be addressed.