I've actually given a lot of thought to these sorts of things... and I would have to agree I don't think the technology is quite there yet.
Imagine typing on a keyboard while you've got a VR headset on, for example. I can do it by touch, but many can't. Even if the keyboard were "virtually" present- you're bound to make mistakes unless you know exactly where it's physically located and are used to the feel of it. By comparison, wouldn't an "on screen" keyboard for VR be much easier to use? But then, you'd have to have finger sensors or something in order to utilize it "in the VR environment", no?
Not to mention for all of these virtual items you'd have to account for almost any style or combination of hardware out there... makes my head hurt just thinking of it.
I had in mind a pair of gloves so you could see where your fingers were. With the vive controllers you used them like a Wii remote to point at menus & stuff. A pure on screen keyboard working with those things would be frustrating.
Resolution & framerate aside, my main issue with VR is my inabilty to see stuff in my real environment. This is obviously where AR comes in (like Pokemon Go) but that's not what we're looking for in ED, we need it to be the other way around and insert RL stuff into the game.
Picture this: if you buy a 'VR enabled' or 'Vive compatable' HOTAS, as part of it's driver software it has the appropriate 3d model of itself and the physical beacons for the Vive towers to detect, just as the headset & vive controllers do. Ditto with a 'VR enabled' keyboard etc.
That way the game doesn't need to know what every controller looks like, it just uses the 'VR enabled' DirectX plugin.
The technology isn't there yet, but if it reaches that point I'd start to want it.