I own two dev kits and love them. Try a horror game in the Oculus Rift and you will be convinced of its staying power. No matter what someone says they always physically react to Dreadhalls when escaping the baddies. So far the best VR control scheme appears to be the STEM packs from Razer. They, along with an updated HD Rift with head tracking, will be good enough for launching VR properly.
Personally I'd like to mix this setup with an external depth camera. You would run long distances with a STEM controller movement stick but when it's not being used it would switch to manual natural body movement via STEM sensors + depth camera and allow you to walk around like real life. The depth camera would then monitor where you are walking and when you get too close to your boundaries (wall, furniture, etc) it would overlay your real boundaries within the game with a wireframe grid and "freeze" the map so you can walk back to the center of your room and continue character movement at the point of the "freeze". This would allow you to realistically travel long distances in VR while still enabling your avatar to have real life body language and short-range movement for the situations that matter (close combat, communication, presentations, etc).
As for adoption I think people often overlook the impact VR will have on non-gaming experienced. Music videos, Movies, VR "web pages", Shopping, Matchmaking, and more will take on a whole new amazing dimension with VR. Below are two links of extremely alpha examples of what to expect.
http://youtu.be/7bytIGCeGxo
http://youtu.be/aFrcoGX8o1k