One thing I must add is that the VR lower acuity is something that after a few hours of playing in VR your brain starts to compensate for. I mind a while ago I had to put my rift away for repair, and I was playing on my 65" screen at 4k. Then when the rift came back, for the next week or so, I was grooing at the granularity of the screen, about a week later my brain had compensated for it and I was back in love with the rift.
Yeah the brain is very good at compensating things. For example when I started using TrackIR clone it felt very weird to move my head not moving eyes off the screen (baseball cap based ir mount), but after a while (and getting the translation curves right) it became second nature, to the point that I didn't want to play Elite if my 9V accu was drained

I was unable to... no, unwilling to go back to mouselook because how cumbersome it was compared to miniscule gestures of my head to which my brain had perfectly accustomed itself.
It would help if the system search in the galaxy map had some autocomplete/suggestions functionality. As having to type a complete system name is quite annoying.
That, and the game should remember what orientation you left the galaxy map at. Now it keeps opening the map with the camera on the horizontal plane. I always tilt it up first because otherwise you can't even use the context menu of the currently targeted system.
This a bit offtopic, but fits the dreaded pitfalls of puny VR the OP is weaving here, so I will comment on that ;-) First you don't have to type entire system name, it does partial matches from the start of the string - just enter a few starting letters and press the "play" button beside the text input (may take a few clicks depending of how unique the name is). Moreover, you can type the name of the Starport you want to go to and it will choose the correct system. What I find annoying is that there are lots of areas which could benefit from autocompletion, like "ARIES DARK REGION XXXXXXX" "SOMETHING SECTOR XXXXX". Or the search could do with partial matches, though the index for that having 400 milliards star systems could get a bit big.
Regarding the galaxy map - 100% right. It would be such a simple fix ending all gripes with galmap in VR. Have the grid always on and the cam 45 degrees pitch from the plane and presto - no more "galaxy map is rubbish in VR" issues. Oh I forgot, a message that the 2d mouse is not a very good tool to use in 3d VR and you're better off using keyboard or controller.
And back on topic: I have a Vive. I tell everyone that the experience is amazing because for me it is. I also tell them that the software seems to be in eternal beta, there are lots of crashes in various titles and lots of windows restarts ;-) But the pros still overweight the cons. As for the dreaded screen door effect - I don't get what the deal with that is. Do the same people complain about a movie shown on multimedia projector? Because the SDE is very noticeable there. I treat the SDE as a flavour of my VR headset - it simply doesn't bother me that much. I can see it very clearly, yes, but only when the screen is one colour (e.g. no tracking or loading a new game). But still it simply doesn't bother me that much.
As for Elite - the sense of scale VR gives is unparalleled. When you first stand in a hangar inside a coriolis station - it is HUGE. But just you wait as you exit the hangar to the landing pad, and then exit the station, preferably next to a big gas giant or ELW. The wow effect first time IS game changing. Like many others said, instead of looking at 2d representation of a spaceship, you're actually inside the spaceship.
The sweetspot or the sharp vision area just in front of your eyes is annoying at first. Yet as you start to use the headset more, your brain accustoms to it and it becomes second nature to just turn the head to look at something. It's not perfect, granted, but its something you can train (or rather accustom to) without any conscious effort. You'll stop noticing that in a few days of VR usage.
Then there are visual artefacts coming from strong light sources - for the Rift they are "godrays", for Vive they are "lens flares". Both are an annoyance, but again, the pros outweigh the cons.
Then the last but not least thing - motion sickness. We're all susceptible to it, some more, some less. But the fact that our brain is almost perfectly fooled by the VR image causes our bodies to react with nausea to world moving around you while your internal organs are not registering movement. This alone is the proof that VR is real enough to trigger a sensory response from the body. I seriously doubt if you get that feeling while using cardboard or similar "ghetto phone setups" as someone beautifully put it. I can speak from experience that with time you become more and more immune to the effect. Again, our brain is an intelligent machine capable of adopting to varying circumstances.
As for visual acuity, E: D had a very poor supersampling algorithm, this was improved with the introduction of HMD quality slider. But still I don't give a... because every time I look upon the coriolis mailslot from inside of the station I am amazed by how big it is. I don't give a... because I can look up when dogfighting and actually lead my target with my own eyes. I don't give a... because I am flying a spaceship, or shooting a gun, or waving a sword. Not looking at its 2d perspective imitation rendering. And yes it is a game changer for me.