Yes, like I said, the issue I mentioned with unstable frame sync is also fixed by forcing either of these apps to run through steamVR. Seems to have the same effect as running the native Oculus runtime with v-sync set to fast. And yes, when things are sync’d, you do recover a bit of perf headroom, so I’m not surprised that the end result is things still being better in steamVR.
All that said – what I wrote applies to WIRED connections used with Oculus and SteamVR runtimes. If you’re using Virtual Desktop and steamVR, it has its own method of frame capture which can’t be compared to either of these wired options, and doesn’t suffer some of the same issues, either. For example, if you try your wired Link connection and run the SteamVR runtime, you will see a nasty stretching-image perspective distortion when you turn your head. The same thing is not present when running VD wirelessly and using SteamVR.
Basically, there are multiple issues here, and the huge number of ways you can run MSFS via the Oculus Quest 2 is adding to a lot of noise and confusion about what the real problems are, and how to solve them. At their core, the issue is probably with the openXR runtimes themselves, because X-Plane and MSFS are the only two apps I own that have all these issues over Link. Everything else runs fine.