Current VR Game Design Flaws!

There are some good design ideas that you propose, but without simulating some form of acceleration in sync with your analog stick motion, it will induce motion sickness in all but the hardened VR users. You can get around this a bit by making motions slow, but it won’t have the same level of dynamic interactivity I believe VR should have. Something like what Patim has proposed could work very well for locomotion without motion sickness.

Never fully understood the Trespasser hate, when I was younger I spent way too much time in the lost world. The city level was an especially good example of what an exciting sandbox could be: full with dinosaurs, basketballs and puzzles paced with a soothing audio narrative exposing the back story. A modern VR trespasser would do very well in my opinion.

I agree this bit, except for using the game pad for locomotion as a basis.

Baby steps, we need to nail down basic limited locomotion as a priority, but all avenues should be explored.