The problem with PSVR2 is, that imho Sony learned nothing from PSVR1, what was lacking there is lacking with VR2 now too.
It's again okayish, but that was only enough for the novelty for me. Now I'd need something that hits the ground running.
Of course the coming games will be on another level, but again too few (at least a 3D mode could have been a bare minimum requirement for all titles, even already released ones), upscaled ports not systemwide and devs have to do the work instead of having a conversion layer translating all positional infos and even replacing button prompts on a renderlayer (AI can ccreate art but we can't draw a new controller over a move picture?), no PC-support, again BS sideloading (?), bigger price, special controllers not usable for regular games(?).
They are "commited" like they pushed the Cell. Maybe good intentions but not really getting it and maybe the devs can rescue the plan and plattform with good games, often it needs just one surprise hit to jump start it all and maybe we get than proper commitment.
Wait, what?
Almost every issue with PSVR 1 is fixed, now you may have different issues, but the main issues with PSVR 1 were:
Tracking using move controllers + external camera.... it is now inside out tracking which is pretty much now the industry standard and has all dualsense controls (except for the touchpad) on them including the adaptive triggers and haptic feedback (which is also in the headset itself)
Lack of software... this wasn't just lacking first party it was lacking any software, because VR was still mostly in its infancy, now we have loads of third party support, its launching with 30+ games, and we also have GT7 (full this time) and Horizon at launch with more to come, these two wont be the only games PlayStation Studios makes for VR you know, just because they aren't announced doesn't mean they aren't coming
Now onto your issues....
Software I have already mentioned above
Bigger price? it's roughly the same (PSVR + 2 move controllers + camera = $500 in 2016/2017). This is high end VR we are talking about here, comparable PC VR is much more expensive currently, especially any with eye tracking.
Back compat.... different tracking, different UI, different buttons on the controllers, no tacking on dualsense, you make it sound easy.. oh, just do X to make it work, like all games are programmed the same. Read comments from PSVR 1 devs about this, many I have read are actually motivated to do something, to improve their games as PSVR2 is such an advancement over the PSVR1 (Moss, Pistol Whip, Tetris Effect/Rez Infinite devs). Also, this wasn't an issue with PSVR1 of course.
Special controllers not useable for regular games? I shouldnt even need to dignify this with a response, nitpick at best, thats what the dualsense is for, you know, the controller that most use for flat screen gaming, I can't see many peopele using VR controllers on PC for regular gaming either so is it an issue there also?.
PC support isnt an issue for the majority of people, you know, those using a PlayStation peripheral on PlayStation hardware (is this the equivalent of port begging but for hardware?)