You can get basic virtual head camera movement out of the spring arm component (camera boom) in relation to pitch and yaw. It’s not as accurate as a heavily tested mathematical equation but for me it will lean my camera back when I look up and lean my camera forward when I look down almost identical to what my physical eyeballs see when I do the same motion in real life. It could be worth looking into until an actual virtual head is implemented.
Also points1, 3 and 4 are quite important for the VrJam. I am almost certain that the abilities those specific points address were mentioned in the rules and regulations wall of text / judge comments.