What you see on the wiki and what I've said in the forum so far is my current stage on Shoggoth - all musing and no code yet

I can't imagine that any of this is going to be completely obsolete, but there may be some repositioning required. In Shoggoth I'm going to try to solve a range of connected issues in one design, namely:
1. Large world coordinate precision
2. Combining scene managers
3. Paging
That means there will be a refactoring of the SceneManager to split scene organisation at the top level into 'Localities'. These will represent a chunk of the world expressed completely relative to a local origin, which may not be the 'real' origin. They will be the unit of world precision and also the unit of paging.
Clearly localities have to be connected to each other. Portals is one way (and I'm leaning towards calling them 'connectors' instead to differentiate them from internal lower-level portals), simple distance grids is another (e.g. an open world). The important thing is that these localilties are very coarse-grained and should not be considered similar to a cell in a CPG. There should be no more than a small handful in memory at one time. And they may interleave - for example if you have a portal based set of interiors for houses and an octree-based external terrain, there could be only 2 localities there, with all the houses in one and all the terrain in another, occupying the same physical space with connectors between them.
There are 2 things to consider when deciding which localities are important - visibility and loading. They won't use the same heuristics although they will use some of the same underlying information. For example loading is going to be entirely based on proximity - and that proximity may have to be measured via connectors. It really doesn't matter if you can see it or not, what matters is whether it's likely you'll be able to see it soon. So not a visibiliy calculation.
Visibility at the macro level is going to be based on either AABB (localities connected via grid distances) or connector visibility. The latter is similar to a portal obviously but again I want to differentiate them because they're major world segment boundaries and not detail portals.
Localities are owned and run by a single SceneManager, which will be delegated to once the collection of localities to be rendered (or loaded / unloaded) is known.
Transition of nodes and objects between localities and border conditions are very important concepts. I'm going to have to come up with something completely new here to manage transition from one locality to another and cross-locality queries especially when the two are using different scene managers. There will definitely be some SceneNode / MovableObject etc changes here.
I would imagine that your PCZ manager could be adapted just like the others to be a locality manager once the Shoggoth framework is in place. Internally the SceneManager probably won't operate fundamentally differently to how it does now, but there will be some additional protocols required and some adjustments in responsibilities to correctly manage itself under the new system.
So if you're happy with that, I say go ahead with an Eihort-compatible version and Shoggoth compatibility can come later.