I always thought that motion sickness in VR was pretty much a given (with possibly a few exceptions) and you needed to get used to it slowly but seeing you go on about suggests that the majority of people can just fire up VR and not get sick so am I just a wuss for needing time to adjust?
EDIT: It's totally normal to get some nausea initially. (Back in the early days the Rift guys had it around:
'60% of people feel some nausea, but get better over time / 20% always feel nausea / 20% never feel nausea'.)
There are some really clear cut nausea solutions for 'walking around'. The most infamous is teleportation. But it's infamous because it's crap
Controller relative & HMD relative systems both have a noted effect in nausea reduction compared to classic stick motion, because they don't rotate your head / vision in-game in a way which clashes with your actual head rotation. (Our inner ear is particularly good at detecting that form of rotation, and it appears to be a key trigger for many people)
Those techniques can then be fine tuned by removing prolonged accelerations from movements etc. (Acceleration is another the area the inner ears detects fairly well).
Then there are techniques like lowering 'vection' (excess movement in the periphery), via either design measures, or the 'blinkers' technique etc.
Those are the ones I've read about anyway

. (And done some experimenting with, back when I felt nausea).
Like you say, after steps like that have been taken, it's all about accustomisation. But designers will still want to give newer players (and the
'20%' who never get over nausea) a ramped experience to help them get there (& to help them play before they've got to the promised 'VR Legs' land

).
---
Hah yeah, I'm just playing that now actually
(They go all macho there, but they've actually used 'blinkers' to obscure your periphery, and I can't find a way to turn the damn things off

)
(It's also got pretty mixed reviews on Steam. Which seem to be partially down to the nausea complaints. I've only felt the tiniest twinge myself from it, but I'm 3 years into VR now

)
Also also, you do realize that FD could use your arguments about PvP balance to justify a more limited VR implementation, after all without motion controllers a lot (if not all) of the issues you bring up simply go away.
Motion controllers provide some of the most recognised solutions for nausea, so I don't get how that follows
It also doesn't really tackle the 'industry standard' argument.