Thanks for the insights...
I think that perhaps there's no real good solution for VR, as of yet, as it applies to simulators.
I was a licensed Private pilot for 9 years, an FAA licensed Flight Dispatcher trained out of KLGA in New York and I have spent decades using flight simulation software including all the usual retail offerings in the genre.
In regards to VR in this application it becomes very obvious that the VR controls will need more attention and detail to the way that the sensitivity of the VR controls feel in relation to the aircraft's RW counterpart, but the level of animation of the yoke/sticks themselves are not of great importance since simulating the actual throw of a stick or yoke has no bearing on one's training, and perhaps not even to the entertainment value, to a large degree.
I personally do not need another simulator, currently, but am more interested in a reasonable VR alternative which has some of the simulation aspects that are important to ME. The "feel" of your inputs goes a long way if it reminds you in any way of the real craft that it's emulating...and BECAUSE you're holding onto nothing and there is no friction or feelings or input forces I believe that an adjustable sensitivity of the controlled flight surfaces themselves, such as aileron, elevator, rudder becomes rather crucial for the handling aspects of a craft to be immersive in VR while using the built-in VR hands.
If the game engine Aerofly is built upon is not capable of this for VR that is a shame, but understandable.