Been playing Elite Dangerous for a significant amount of time in VR now. There's no going back to a regular monitor at least when it comes to games where you are sitting. The experience is amazing no doubt and a very big future of all entertainment and business...but it is early days and I hope the consumer version improves on a few things.
Resolution: Much better at 1080p but consumer version has gotta be higher (which already has been confirmed to). Personally, I'd love a 4k samsung screen to play simple games at full resolution and the higher fidelity games upscaled from 720p to save frame rates. Speaking of frame rates...
Display Refresh rate (FPS) : DK2 is at 75 hz / 75 FPS and it is really good when low persistence is on and you are at a constant 75 FPS. However, it is still not yet quite enough and Oculus knows this. Expect the consumer version to be a custom 90hz panel.
Comfort : While the rift is really light, it'd be nice to have it a little more comfortable on your face for longer gaming sessions. My biggest issue is with the heat. If I start getting tense (which happens a LOT in VR), the lenses can fog up a bit and you feel too warm and need to take a break. I am interested to see how Oculus tackles this in the consumer version.
Software : Oculus is currently assembling several large development teams to create 1st party content for the right. Right now, while there are a lot of great experiences, there are not enough AAA games designed for VR from the ground up...which is very understandable as this is a DEVELOPER kit. With Oculus Connect conference coming up in a few weeks I expect more news on this front. Porting regular games over just is not the same as a game made for VR, even though I enjoy the hell out of Half Life 2 with the Rift.
Software(again) : Currently getting a game running smooth on the rift is like working for a software support company you've had no training on. lol I eventually got it but for this thing to become adopted by the masses it needs to be as simple as putting a cartridge inside a NES and hitting a button. Once again it is developer version and their 'Direct to Rift' mode, once mature, will prove to be the key in making things simple for the end user.
Camera range : Need to have the camera be more adaptive to closer ranges. When within 3 feet or so you can lose your positional tracking quite easy. I am lucky and have a nice setup where it is not an issue, but for most people they'll need more of a buffer.
Input! : Oculus needs to and WILL debut their 1st party input device that devs can rally around. Getting everyone on the same page without having to worry about keyboard and mouse, xbox 360 controller, using a wireless wand like the Wii or a camera detection system like the kinect will really tie the experience together.
Now with all that out there, I don't regret ordering a development version AT ALL. Even if I don't make any money off this when they announce the consumer version (which I will), the experiences I have had with this thing have been the most unique and blissful times I've had as a gamer. Seeing my family and friends try it is so much fun as well. They can just put it on and use VR like they do actual reality, look around, explore, investigate, react, think, and wander around. It really is something else. Haven't even scratched the surface with this technology. The best is yet to come!