Bloob :
You don't feel like these things are necessary, but the people building them definitely feel like these additions are necessary, and there's good reason.
HTC isn't "adding" room roamiing capability. That was the play all along. Room scale tracking was announced the day that Vive was first revealed to the world. The camera wasn't a new addition either. It was always planned, but the early dev kits didn't include the camera. Interanally they have been testing the camera system since day one.
Oculus added its own headphones with built-in DAC for good reason too. Spacial audio is very important, and most people don't have headphones ready for that kind of environment. By including them, it ensures that everyone has a superior audio experience. Sound is half of the experience, so Oculus took this part seriously.
You say that should be focusing on the sitting experience, well I would argue that HTC and Valve are considering that with the front facing camera. It actually helps identify objects in front of you, such as your controllers, or racing wheel, or joystick setup. Keyboard and mouse isn't a great experience in VR, but with the Vive you can at least see them without taking the headset off.
As for the Xbox One controller, what do you expect to use for VR? Games are being programed for navigation with the Xbox controller layout. Another controller style could work, but its easier on developers to have a specific controller in mind.
Getting people excited for the day they can afford something spectacular will do way more for adoption than a half-assed product that many people can afford right off the hop. A limited VR experience will render people bored with VR, which will doom the medium in the long run.
The developers feel like the features are necessary, but different developers feel that for different features. Kind of makes their feelings pointless.
I already provided a solution for the audio, and a "Use XBox One controller for recommended experience" -sticker would have been enough for the controller. I would expect quite a lot of people interested in VR already owning a controller (whether XBox one or one that is similar, but can use the same mappings).
The camera on Vive may be a decent addition, to see your controller, but I doubt it is something that makes or breaks the first wave of VR. Especially with dedicated controllers coming soon.
I doubt the omission of the features I mentioned would make the first VR (home) experiences more limited, since most of the first wave experiences are likely to be adaptations of existing products / dual releases for regular displays.
And while we are talking about necessary features for a great VR experience, both headsets lack a high (enough) resolution display and eye tracking.
Microsoft partnered with Oculus a year ago for this. The controller that is being included doesn't add any meaningful cost to the package. Even if they are paying the cost a retailer would for the controller (which they likely aren't), the cost is at most $45-50. If people still need to have the controller to play with the Rift, then the cost savings are moot. That's like selling a console without a gamepad. It's an incomplete package. People don't like having to buy extras if it's a required item to use the thing.
The camera in the Vive is a massive addition to VR. You'll see when you get to try it eventually. Those dedicated controllers you mentioned, they're not visible to you while the headset is on withought Vive's chaperone system. It doesn't require the camera for that, but it's a huge advantage over what Oculus has provided for finding your controllers while in VR (read: nothing).
Your assumption about the games is way off too. There are very few games announced that are being released in VR and for regular screens. The way games need to be created for VR is very different, so no one is putting in that effort.
The only exceptions that I know of are a handfull of simulation games, such as Project Cars, Elite
😀angerous and Star Citizen.
Vive games are certainly not being developed for regular screens. Many of them won't even be offered on other VR platforms.
You seem to be contradicting yourself though. What do you want? A basic VR headset that is cheaper, or a super advanced headset that costs even more?
The reason the resolution isn't as high as you believe it needs to be, is because the technology isn't there yet. You can't have a 4K screen in a VR headset, even if the displays were available. Graphics cards can't produce that kind of resolution at the frame rates you need for smoothe, motion-sickess-free VR.
Also, eye tracking is just begining to be a thing in the PC market. It's cutting edge technology that isn't yet supported by game developers very much, and would add even more cost to a VR headset.
Eye tracking will be a benefit, but its a long way from a make or break feature.
Oculus and HTC are taking on the problems that they can solve right now. The other features that you think are so necessarry would raise the cost far higher than anything they are including for the first round, including the front facing camera and room scale trackers that HTC and Valve are working on.