the only issue really is oculus are claiming the touch needs 2 cameras in front of you to get the proper tracking.... which then leaves a lack of tracking options when you turn your back...
oh and the other thing, vive went with giant sticks with a circle on the end for a reason....... it is so they are easier to be picked up by the tracking light houses... the touch controllers are gorgeous in comparison, so small and erganomic..... but i think that is 1 reason why oculus feel they need 2 cameras to circumvent occlusion.
The Vive and the CV1 will almost certainly suffer from similar tracking issues.
The CV1 rift has LED's in the back of the head strap (the triangular bit) that allow it to track even when you've turned around. Even with one sensor. So the head tracking is fine, and that's the important bit taken care of (not needing a bucket nearby [ugh]). Two sensors will only improve that.
Occlusion will always be a potential issue for the Touch controllers, as they're likely to be blocked by your body etc.
But I don't think the different shapes of the Touch vs Vive controllers will affect the tracking all that much - they're both fairly small and easily occluded regardless of the shape. The Vive setup comes with two lighthouses, yes, but when Touch ships and Oculus explain their tracking setup, I expect the playing field to be levelled.
Plus, future revisions may have more sensors etc as the price comes down. 3 or even four sensors will allow all-around tracking with virtually no occlusion.
Oculus' ergonomics and the general industrial design is quite a ways ahead of the Vive. YMMV but anyone qualified will hand the design ribbon to Palmer Luckey.
Oculus main push was to produce the hardware, and let the developers and their software make sense of it as time goes on. SteamVR might be ahead with their interface/integration etc but that's just software and you can't change a strap with a new driver version.