So you did it again! In all secrecy you developed what will be the next step in controlling VR flight simulations. The "missing link" when we (the VR users) lost the keyboard as input device (and tried voice input and other "solutions").
Of course, as long-time flight simmer I'll never exchange stick, throttle and rudder hardware for virtual devices (I'd oversteer without proper feedback load). But that was/is not your intention anyway. Because in wise planning you allow the combination of all kind of hardware and virtual devices (btw, I always considered your control settings as among the best I've ever encountered
).
So I can use the VR hands for the buttons, knobs and switches ─ just like in real life.
YES, the combination of steering hardware and VR controllers is, of course, far from optimal.
But a number of VR and haptic gloves are developed (Haptx, sensoryx etc.) that are not more obstructive than any pilot's leather glove and that will soon allow us to interact simultaneously with physical and virtual devices. I was afraid these gloves would appear and flightsims would not be ready. That's why I so much esteem that you pioneer in that technology.
And pioneer you do! There's only one controller-clickable cockpit I know of so far: the GO for launch: Mercury capsule (a Unity project, if I'm not mistaken).
Though I spend most of my time with combat flight sims and only irregularly take the Corsair, the P-38 or the most fabulous Buecker for a ride (and always miss the animated waters
!), I never regretted one single cent I spent for AFS2 and the DLC's. I always "feel" your dedication to improve AFS2 and make it the best VR flightsim ever ─ and it seems you're right on course...