The problems some of you put up are just beyond silly. Just add touch etc support for VR walking. Works fine in other games like Onward. Failing that, WSAD and a trackball/mouse works fine too as does any combination of HOTAS buttons.
i know of no game that uses touch for
walking: 'lone echo' is a brilliant example of
floating, but that's not walking, 'the climb' makes a great case for just that,
climbing (but ideally would need 3 sensors), 'google earth' or 'eagle flight' are decent representations of flying. the other common
touch experience, and the one most titles resort to, is teleportation which, tbh, sucks quite a bit. and just using a button or a thumbstick on your controller to move the camera is not
using touch.
that said, ofc you can do just that: implement basic movement with any control scheme. that's very likely what frontier would end up doing since the game has to support non-vr users aswell. implementing that is indeed trivial, but controlling how this affects the user experience isn't, not by a long shot, and depends on many factors in the virtual environment, on the camera movement, on the rendering device and on the user. it may have many unexpected side effects that aren't even completely understood as of today, and vary from the thing just looking odd, to feeling weird to people throwing up.
the issue is more complicated. often what we don't understand just seems silly.
then again, movement and control scheme, complicated as they might be, would be actually minor difficulties for space legs, and besides space legs would be the last i would want to see in the game. with the snail development pace we have, and seeing how it is eaten up by variations of minigames and booster packs, we won't have a really interesting and fleshed out galaxy to visit in this century. it's a
space game, we have shooters enough.