Not sure exactly, but this is what I've ascertained...
* I'm thinking you have to imbed any media you borrow from the demo's or Ageia - so that non-licence holders can't get their hands on it - it's a copyright issue I think and only applies if your using their media.
* I think the middle one is concearned with people trying to make systems that use Ageia, then sell them on - anyone who will develop with the physics plugin needs a licence. I think these files are seperate from the runtime, so it won't affect us I think - like we'd just let the plugin complain when there's no runtimes, and the user would get them from their site - basically don't distribute the runtime, or if you do - make sure it's just the runtime installer you supply.
* You probably would be best having decent Ageia logo's and copyright notices - the Ageia guys want people to buy phys cards, so they are doing what they can to encourage this and give themselves a better foothold on this technology - think 3Dfx back in the day with it's Voodoo 3D cards.
Rich stated in a post that the commercial licence concearns can be bodyswerved. Basically keep the standards up, encourage them to buy a phys card by supporting it in your game, and you can probably sell your product without to many problems - I'm thinking it would have to go throught Ageia to be approved, but it's not the problem I thought it would be!.
Knowing your work history, I'd say it was a bad idea to consider this for a world editor - like you could'nt supply ageia physics in a world editor unless it was just support - like the end user would need a licence for DP in order to use the stuff in their own code.
Aegrescit medendo