The most direct comparisons to your gameplay loop would seem to be both Beat Saber and Pistol Whip, right? VR endless runner? Rather than you moving forward, the world (or in your case, the enemies/objects) comes at you?
I would take a page from their constraints when it comes to lateral movement as a player mechanic, where you can dodge almost everything if you lean far enough in any direction. That would require resizing your level, though, and that might prove too compressed to differentiate the 4 lanes of approach you're working with...
Considering player movement was your core mechanic, what would you consider your secondary mechanic? That's all I guess I was missing, as VR feels better with both head AND hands as input, whatever it may be. To avoid the obvious of slicing and shooting, maybe you could 'cast spells'/remote grab to re-arrange the approaching objects?
Very polished, regardless. Cheers!