I think 80% of your requests are out of the hands of game developers. We don't have any control over hardware features.
Also, for point #4: We *must* hit 90 frames per second. If we miss it, people get motion sick and our games get rejected from app store submissions. We render to TWO screens, so hitting 90fps is much harder to do in VR than it is on a traditional monitor. That usually means we have to make a lot of compromises on scene quality. We also have to target the minimum specification for GPUs, so if the minspec is a GTX 970, then the VR game needs to run at 90fps on that without frame hitches. While CGI quality is possible in traditional games, it is an order of magnitude more difficult to achieve in VR (and usually that also means an equivalent increase in expenses).