I dont know how accurate the vgleaks number is from the above link but if so
60msec latency (16fps) is very noticeable lag, which rules it out for 'hardcore' twitch games.
This should be their number one priority getting this lag down as much as possible, perhaps reducing the cameras resolution etc will help. Until this happens kinect2 will just be a repeat of kinect1. Party/dancing etc games
16 fps? 60msec is basically 2 frames at 30Hz or 4 frames at 60Hz. From Kinect 1's 90msec, it is an improvement of 1 frame at 30Hz and 2 frames at 60Hz, which is appreciable, but the end result will still be some noticeable lag. Now, Kinect 2 skeletal tracking is being processed out of the System reserve, so there may be some wins be decoupling that processing from the game loop, in terms of overall latency in the game code from button press to result on screen.
Some twitch games already have terrible lag, as measured by Digital Foundry. Killzone 2, after patch, had 150ms of lag (not including display lag) between button press and response even after it was patched. GTA4 was measured from 133ms to 200ms. Those are two games people complained about. I'm not sure it's possible for Kinect to stay too far under those numbers. I don't know what the latency of the controllers was for PS3 and 360. 10ms or something?
It was not likely to ever be used for really twitchy gameplay. Dropping resolution will affect accuracy, which in my opinion was a bigger problem for Kinect 1. Of course, not all actions in twitch games have to be twitch actions. There is room for augmenting gamepad based games with motion control, facial recognition, voice control, if they keep the twitch controls on the gamepad. In a game like an MMO, even having your avatar mimic your facial expression, or being able to emote with your arms would be pretty cool. Those are pretty simple and straightforward things, but the nice kind of additions I'm looking for.