I'm on the same boat although I would love some Squadron42 showcase I'm not sure has they have been pretty quiet about any hints concerning that.
I don't know if they will have 2.6 ready for the masses after the event but they will probably do another Live Stream of CIG/Streamers PVP matches in FPS and/or Arena Commander and showcase the new flight ready ships and the new FPS features.
New flyable ship's incoming and confirmed are the Drake's Herald and Caterpillar, Vanguard Hoplite and Origin 85X.
New starting UI, loading screens/music, ship loadouts were already teased, new Crusader missions (derelict Starfarer etc) and flight model changes already confirmed.
https://starcitizen.tools/Star_Citizen_Alpha_2.6.0
https://www.youtube.com/watch?v=jIuF_DW5BOA
https://www.youtube.com/watch?v=-Hlv1-vQz_8
Like usual in game development it's not a matter of deadlines it's a matter of dealing with bugs / glitches has they come along. If things are in condition to be pushed to live they will.
From CIG production schedule page report:
But also, we would like to establish some ground rules before proceeding:
I.Quality will always be our number one goal. We set out on this journey by looking at the gaming landscape and asking: can we do better? We continue to ask that question about everything we do. As a result, we will ALWAYS extend timelines or re-do features and content if we do not feel they are up to our standards. The freedom to fight for a new level of quality in game development is what crowd funding has allowed us, and we will continue to fight to make sure Star Citizen is the best possible game it can be.
II.The estimates we provide are just that: estimates. They are based on our knowledge and experience, but there are many aspects of game development that are impossible to predict because they literally cover uncharted territory. You will see the same estimates we use in our internal planning, but it is important to understand that in many cases (especially with groundbreaking engineering tasks) these estimates are often subject to change due to unforeseen complexity in implementing features.
III.The time expected for bug fixing and polishing is also very hard to estimate, increasingly so in online and multiplayer situations. The complexity and the difficulty in testing at a large scale make it harder to reproduce and isolate bugs in order to fix them. We base our estimates, again, on our experience, but we also know that it’s possible for a single bug to cause a delay of days or weeks when a hundred others might be fixed instantly.
IV.Internal schedules, the ones you will now be privy to, tend to have aggressive dates to help the team focus and scope their tasks, especially in the case of tech development. Every team, even a team blessed with the kind of support and freedom you have allowed us, needs target dates in order to focus and deliver their work.
https://robertsspaceindustries.com/schedule-report
Again remembering that delays are the norm not the way around, the more ambitious the game is the more bound to delays it is, Star Citizen being the most ambitious game ever attempted is doing just fine for what it's aiming for!
"We should applaud when someone tries something that is hard, that hasn’t been done, not discourage them."