OK, first note - take all my answers with a grain of salt for now; will ask around next week and see if I can at least get confirmation on them.
My feeling is that the 9800 Pro is probably the faster chip anyways (see below), so that makes the PCI/AGP issue moot.
The rule of thumb I use for comparing older cards with unified shader cards is to count each vertex shader as 4 SPs, and each pixel shader as 5 SPs. That gives 4x4 + 5x8 = 56 SPs for a 9800 Pro, 4x2 + 5x4 = 28 SPs for an X1550, and 40 SPs for a 2400 Pro. Obviously clock rates, texturing power and memory type / bus width are a factor as well, but I think you would need to go at least to an X1650 or HD2600 to outrun a 9800 Pro.
For the proprietary drivers, that's probably a safe assumption (particularly 2400). For the open source drivers, I think the plan is to extend as many features as possible back through the entire radeon family. There are some hardware-dependent cutoffs, ie Gallium will probably only go back to R3xx, and some of the higher GL functions will be limited on pre-5xx due to the lack of dynamic flow control in the hardware, but that's about it.
AGP support is, in some ways, easier on the older GPUs because we don't need to deal with the added complexity of bridge chips. The newer chips are easier to deal with in other ways, of course, simply by virtue of being newer.
The video overlay used to have a fairly powerful processing block on cards up to 4xx (ie 5xx and up did not have it). The block only accelerated Xv-type acceleration, so on newer chips we use Textured Video for Xv. The 9800 Pro is probably the only one of the three you mentioned with enough power to have a chance of doing much video decode acceleration on the shaders, unless we are able to open up the UVD block on the 2400 (which I'm saying "no" to right now until we have a chance to look at it more deeply). They can all do a good job of Xv-type acceleration, however.
Don't know. I'm not sure it makes sense for us to support legacy buses with every generation of GPU, although it probably is worth making sure we do keep at least one good card available for each bus.
I don't really know much about this at all, and some of the information may only exist in developer's heads. I'll see if I can find anything.


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