While I do like the mentality of the development team and how you get real work done instead of lengthy community-oriented blog posts, I think you overestimate how difficult it is to get us all excited, even with technical details. You could mention something about how you're trying to get raytraced lighting to perform well with many objects in any given single ray's path, and I think we'd still be all over it.
A good example would've been the
Spout development forum threads while it was still under active development (Spout being a generic voxel game framework that planned on supporting game modes as plugins). It was pretty much all technical discussion, and I'd never been more excited. It's a slightly different case, since being open about every technical detail was key to the project, but those updates kept people hanging around the forums.
Of course it's a lot more fun to work on the challenges than to write about them, but if something technically difficult is accomplished you're particularly proud of, feel free to share! Even if nobody understands the implications (myself included), and even if the post's only a line or three, it's a sign of life from the development team, and that on its own is exciting for everyone involved. It's a sign our favourite dev team is breaking new ground and overcoming challenges previously thought insurmountable (or at least unprofitable).
As I've posted on the same subject multiple times in the past, I'll make this the last post on the matter and include a tl;dr summarizing all of the previous posts:
tl;dr Back-end tech updates are welcome and exciting, too! Very exciting. Even if difficult to comprehend at times, it makes people feel more involved in the ground-breaking (in the literal sense of the word) that is SG and its development.