I know, it sounds crazy, but at least I have several computers. Usually only one or two are somewhat SOTA, but that doesn\'t matter. They all are networked.
My proposal would be to create a network API for PS, like the GUI APIs for other programs like EMule or whatever.
Now the main PS client would be acting as
server for another client, running on another (or several other) computer(s) and connecting over the LAN.
The normal PS client would look and feel just like it does now, but it would be possible to close the persistant info windows.
The client computer would display them, therefore it wouldn\'t even require any serious hardware.
The benefit of this would be that you could even have the chat window on the separate computer, and use a separate keyboard (or, if you want, you can pipe all pure text keys that are input on the ain machine to the client computer and it\'ll put them in the chat window).
Time for a diagram, perhaps?

[PS server]<->intenet<->[PS client]<->LAN<->[local client]
Yeah, you could obviously set it up to connect over the internet (i.e., from work) so you can see what your relatives are typing in PS.

Anyway, this way you wouldn\'t loose any screen space, and it\'d also not place any serious additional processing burden on the game machine.
Also, the client could be written in any language, and it doesn\'t even need to know about CS. It may even run in text mode. I think there will be a lot more people with a second, albeit outdated, computer than there will be running two monitors at the game machine.
Edit: and if you have two monitors on the game machine, nothing prevents you from running the local client on the game machine and putting it onto the second monitor\'s desktop. It\'ll even be easier to implement, since the PS client engine doesn\'t need to deal with two-monitor setups.