The right camera rotation should return the correct rotation although I had trouble doing it too. I wanted to put a crosshair in the direction I look. I ended up putting an empty object as a child of the right camera with some z offset and cast a ray from the camera to its child. Obviously not the right way to do it, but using camera.forward wasn't working for me.
So just to update you guys, I think I found a fairly simple solution:
The 'Tracker Rotates Y' checkbox will update the rotation of the OVRCameraController Gameobject so all you need to do is grab its rotation. -That said, this is only if you want the Y, which I do.
The 'gotcha' with this is that it doesn't work properly if it's a child of another game object. So if you have a character controller, you can't just make it the child of that object and will need to have them both in root while updating the position of the OVR camera to match your character controller position.