Skeleton physics and Kinetics files are actually more applicable for 3D clients, where the game engine does actual computations based on which parts of the body was hit, which parts will move, by how much and what the threshold is.
To achieve the same kind of end result in 2D, you actually just create a set of animation to give the illusion that the head turns to to right when punched on the left, then flip it on the x-axis to simulate being punched on the right. And different sets of animation for hits on each part of the body.
Since there's no kenetics calculation in 2D, the client would likely just play the respective animation file based on case statements eg: "Case: if LeftFaceHit then player.playanimation01, if LeftChestHit then player.playanimation99".
While awesome to have, it's going to be a lot of work and will likely result in humongous files looking at how many sprites we have in UO. It's much more elegant and feasible for 3D engines. So I am guessing this won't be a feature.
However, SA is not actually just a client update. It's a full expansion - with new races, new dungeon, new landmass, new skills, new imbuing system etc plus the client update.
I really hope that they put it up as a box that can be sold on shelves, we need the advertising. Otherwise, it'll be a shame to put in so much effort and then skimp on the shelf presence and advertising...
Ps: The statement on the calliber of the UO programmers is uncalled for though. Remember, they have released two 3D clients prior to this, plus the artists from the WHO team, so they definitely have the people with the skills.
While we call them Devs for short, there are actually different teams - Design, Coding, Art, animation, 3D Art etc etc etc and all are very different.
PPs: No Daemons on highheels please. Or ugly scaled down dragons. Or mounts like those in KR that are so awkwardly scaled my feet touch the ground.