I agree with some of the points made here (360 video is hardly a form of VR), but many of your other points seem unnecessarily rigid. You state outright that jump cuts don’t work in VR, yet most VR developers agree right now that teleportation is one of the best locomotion techniques available. I’d argue that there is subtlety involved here, and that you should leave room for people to add finesse to these methods before declaring them useless. Perhaps the implementation of teleportation that you tried was unsuccessful, but that hardly means that the base concept is a dead end.
Jump cuts were jarring when they were introduced to film as well, but many years later they are an indispensable story telling tool that people accept without a second thought. Filmmakers had to discover important best practices that made the technique viable though (like the 180 degree rule), and that is the stage we are just now entering into with VR development.
Ultimately what will define the medium is not a set of ideas that people had about VR 30 years ago (with all due respect to those pioneers, yourself included). Instead, it will be forged and reforged by different generations until it’s strengths and weaknesses are discovered. It will be constantly broken and remolded by new technology and new minds, like every other medium before it.