The problem there, though, is not the maintenance, it's the actual reimplementation of the thing. At this point it's probably man-years of work to do that sort of a port to a new engine, and getting that sort of commitment doesn't strike me as easier than finding one or two folks to help out.
Perhaps the cold reality is Wesnoth 2.0 will need to take radical steps away and use some rather modern engine (Unity, MonoGame, etc.) But keep in mind, right now we’re looking at a fairly successful, high production-value FOSS project. it needs short term answers as well as long term ones.