I wish there was an easy way to explain multi-tiered development and deployment processes.
With a proper understanding of how that works, and what is involved, the explaination that people are looking for as to how a UI like the one in the screen-shot can exist, and yet, things that appear to be simple implementations (such as linkshell commands and search for party features) can cause great delays and/or make updates seem slow and painful.
I will try and break down a few details that may allow people to better understand the reasons why such delays are necessary.
First, the UI, combat and functional aspects of the 2.0 engine are most likely based off of the current user data. This would allow them to port the information directly over without any data loss, but would require that either the data not change while the implementation was occurring (most likely a separate development system they are working on, with a snap-shot of the data), or the 2.0 team constantly taking updates from the currently active team. Either of these are likely approaches and come with their own pitfalls. The primary one being that some changes the 2.0 team would need would then be pushed down to the active dev team, causes some delays and changes that may not even be noticable.
Next, you have the complete redesign of the current Main UI. Include the fact that the 2.0 team is a completely seperate group of developers for the most part, many of the changes in the current Main UI will be mandated from them, not from the active development team. The reason being, they are the target. You don't shoot short and rework to the target unless you absolutely have to (see original SE development process).
With all of that said, yes, they still have 1 year before the release of 2.0. Having the Main UI complete would be a great first step as a proof of concept (which is what the screen shot appears to imply) of the direction of the game. However, the Main UI alone makes up a small portion of the game. We haven't seen the map revisions. The update to the menu UI system. The new Combat Engine. There are many more.
The primary motivator as Yoshi has pointed out, and from a development stand-point makes a great amount of sense, is that they are working to have the data compatible between 1.x and 2.0. This means that the UI would be the easiest to complete with a minimal impact to the existing teams, allowing for most immediate changes being implemented in the existing game that can be reworked (basically not setting the targets for items that are current pain-points for users, and simply fixing them now).
Examples of that in the last few updates were the removing of physical levels. This does not play a part in the 2.0 release directly. There is no pressing need to remove them at or before 2.0. There is however, a need to remove them to properly rework the classes and jobs.
The reallocation of skill points. By removing this feature, they can work with jobs at a static level, and identify strengths and weaknesses in their algorithms before re-introducing them.
The introduction of chocobo's and airships. Mounts and fast travel are a significant piece of 2.0 (as mentioned a few times), however, the need for some form of fast travel outweighted the desire to wait until the design was complete. In the future airship travel will take time in the air, so that people can stand out on an airship and view the world as they fly by.
There is also the Grand Company and Free Company design work that is being implemented. Again, we are talking about across the board changes. Just to get Grand Companies in and working, they had to finish the incomplete quest engine (while doling out as many quests as they can incorporate while working on the Grand Company Quest big). Anyone who did the Bomb escort event could see the similarities between that, and the current Chocobo escorts. Along with the redesign of the Leve system, and the addition of rank and more indepth player statistics tracking.
Then there is the class redesign work. You have the new identities added to each of the classes (gla/mrd as tanks, Lnc/Arc/Pug as dds, Con as healer, and Thm as nuker). But to do this, without taking too much away from the current design, there is the thought of re-allocation of abilities, and the gear...
which leads to the final aspect of the updates that they have been doing for the past year. The gear. They have completely reworked the crafting process, and recipe system (which was arguably more complex then the maps in the game), and break it down into focused gear for creating player identity.
And while, many people have stated their approval or dis-approval of each change that has occurred in the last year, there is no dispute that what is happening in 14 is not what happened in the original Alpha/Beta/Release.
Those of you that are holding on to the fact that SE has done nothing, and will do nothing, I'm sorry, the facts prove otherwise. People who claim that SE is doing the same thing, also, not true.
The concern that the updates are not fast enough. Please understand, this is not as simple as writing in a text box "Make this cool feature work the way that people want". It takes time, and there are at any given point in time 3 teams working in tandem to implement these changes. It may not be at a speed that is to your liking, but from a development perspective, it is a break-neck speed that means that people are missing milestones in their families lives, and are having sleepless nights making sure deadlines are met and obligations are fulfilled.
I am not trying to make excuses or defend SE. I am also not going to try and influence people to stay or go. I have been clear in my opinion, as long as I can have fun in the game I will stay. So far, the game development has kept speed with my time, and I am still having fun.
I am now down to Defeating Ifrit, crafting my dream armor, and maybe getting Mining to 50 before I officially run out of things to do again... Oh yeah, there are a few NMs that I still want to take down (still haven't gotten the all of the HNMs or the FNMs... actually, I have only gotten 1 HNM, and he was easy:).
So, please, if your choice is not to stay, do not use the excuse that it is the same game as when you started, or that they are not doing anything about it, or that they are not listening to their playerbase. None of that is true.
If you are walking away because you have become distant, bored, or annoyed, those are all valid reasons and completely understandable by most.
Saying others shouldn't play it because you don't... Well, that should be obvious...