Very interesting! I use the opposite approach, that shares the “most used controls in hardware + the rest with hand tracking” concept with your approach. I have built a Frankenstein of a motion cockpit that is convertible for most type of sims and aircraft, but has the hardware that’s not mapped precisely to the VR cockpit locations, as that is virtually impossible to do for many different types of aircraft. Instead I rely on muscle memory locating anything I need, even if it doesn’t map to the visuals. Layouts are logically based, and mapped close to what they would be on a real aircraft, even if they are not located at the same precise spot.
Yoke and joystick conversion does map very well, actually - I was shocked that my “hand” with the @mbucchia tool hugged the yoke precisely. You can see the 3D printed joystick configuration on the photo. The rig is a work in progress but it’s basically fully functional now. The only factory made parts are the pedals and a cannibalized yoke grip. You can see the yoke on the floor, it converts in 1 minute. Both yoke and joystick have a large throws and are very accurate. I used hall sensors on a large pendular yoke (full 180 degree rotation), with a joystick conversion kit as a secondary, but it works remarkably well because of range of motion and precise feel. It doesn’t feel like a computer joystick or a yoke at all. Tension is done with bungee cords - very smooth, without any central detent but a distinct gradual tension when moved.
You can see throttle quadrant I built that’s mostly Boeing 737 inspired (Dual 737 throttles, including A/T disconnect and TO/GA buttons, analog reverser levers, speedbrake and flaps levers), encoder-based trim wheel, but with added Mix and Prop levers (that also can be spit in to right and left control with a modifier button press), and several buttons and a rotational switch to use for magnetos etc. That’s used in GA and airliners. Beside it is the Wacom tablet to write down ATC and look at the charts etc.
On the left side is a HOTAS-type setup used in military aircraft that have joystick control and need throttle on the left. It has analog thumbstick added on the right (useful in space sims like Elite Dangerous for thruster control). With a simple pin replacement Throttle can be pushed down and becomes a Collective for helicopter use! It has a pot under the thumb to be used for the RPM control. And there’s a switch box next to it for left-hand use.
The center has a switchbox on the right, for all kinds of lights, 3-position lockable Gear lever (pull to move), 2 analog pots etc. Works for all aircraft. Next to it is a 6 dual encoder + 8-button and a 3-pos switch box that controls all of the autopilot rotators and analog instrument knobs or GPS unit knobs + main GPS and AP buttons. I cam tune radio and transponder freqs etc. with ease. Very easy to dial G1000 or G3000 units or airliner autopilots. Close together so no problem feeling what encoder I’m using, they are also different shapes, just like G1000 knobs. And a keyboard + trackball for when they are unavoidable.
So in any aircraft I know where can I control all the instruments I need - they will always be in the same place. What’s not mapped to hardware - that’s where hand tracking is perfect - pressing buttons and lots of other interactions with GPS/FMS etc. So those two approaches together would give the total freedom and control in flight. It’s impossible to map everything to hardware, and very challenging to build a 1:1 map - at the same time limiting to a single aircraft layout, or in your case, a few, with a non-trivial conversion. My rig is at the limit of what can be easily remembered - both by muscle memory and just simply remembering what is mapped where. Hand tracking will save the day.
This whole arrangement is on the 2DOF moving frame that gives motion cues based on roll/pitch accelerations and roll/pitch position, including mixed in feedback for surge (acceleration), sway, yaw, “road noise” etc.