I think I know what you mean with the player's movement, my game kind of has that issue, if you have teleport movement on or you are holding your gun when we teleport you into or out of town they get really janky. Because it's using velocity tracking it causes the gun to wiggle and bounce around as it tries to move from the old position to the new one and I tried fixing it but I couldn't get it to work. I could imagine with a flashlight that would produce some horrible visuals. I saw a few people recommending just parenting the object to your hand or to the xr rig when you grab it and then unparenting afterward but neither actually fixed the issue with teleporting. Wish I could figure that one out.
I know what you mean about the time sink on some of these things. I spent basically the whole time working on my gun mechanics and didn't really put a lot of effort into other parts of the game.
I agree the head flashlight had a somewhat satisfying feeling, I think in part due to the audio of it, good triaging/pivoting.
I'm not actually sure I ever got out of the tutorial haha, I'll definitely try it again when there's more fixes. Good job on getting the elevator to work though. During my run in the early version I was riding the elevator and I was able to stick my head through the wall to see that I was actually going up haha.
Edit: Also I think to make some things a little nicer like using the flashlight instead of using grip for select, you could turn on the option that let's you activate while hovering and then use activate instead of select for those actions, so you pull your trigger instead on your head lamp, or pull your trigger to activate elevator buttons.