Raising this thread again.
I've got what I think most of the setup problems with my Vive Pro worked out. I'm still having difficulties using the controllers, mainly because whoever designed them needs to be smacked over the head with one and then sent to a course on ergonomics. Not gonna lie, if I had access to a 3d printer, I might be able to design an extended grip button to attach to the side of the controller to make to make using the default grip buttons tolerable. If and when the bones of my hands deform themselves to the point that I can easily press and hold the grip buttons, I have to set every game to toggle grip, and that just breaks immersion.
Another issue I have with the controller is the trackpads. It is far too easy to accidentally trigger motion on them, which can cause unnecessary moovement or spinning, which both messes up what I was doing and can cause motion sickness. I've found out how to mitigate this some by setting a deadzone on the trackpads, but I have to do this manually for every trackpad operation for every single game. There's also options for Max Zone Percentage and Curve Exponent, but I have no idea what they do and the tooltips for them are literally placeholders.
One more issue is that the right controller will occasionally lose tracking and it's virtual counterpart will yeet off somewhere. As far as I can tell this is probably because one of the base stations loses tracking(even though this happens literally right in front of the other station) and something to do with my play area configuration.
EDIT: I've figured out the issue with my controller losing tracking; there's a mirror in my room just to the right of my standing area that's interfering with the tracking laser. I have to cover it every time I try to use VR. Odd how that never seems to have messed with the Rift S's tracking.