> had to do things wrong
We differ in what we think is "wrong." I would say that your definition of wrong is the least interesting to the people who are currently using Oculus with e.g., Unity. They don't really care about the same things you do.
> had climb a steep learning curve
It's not that steep. I mean, they're not hardcore engineering types, and they figured it out right?
> and deploy a heavyweight system
Is it that heavyweight? Does anyone really care that it's a 16 MB executable? Did that get in the way of anything other than the App Store's arbitrary 50 MB limit? Does performance really matter when you're drawing a panorama?
Define heavyweight. For many people, opening a command line is heavyweight. You're not appreciating how nice Unity is.
> they're going to be happy that they have an alternative that suits their needs.
Time will tell. The history of art tooling is complicated. Maya nee PowerAnimator has been around since 1990. Pixar, which thought it had a better way of doing things with an alternative universe of tools, uses it now too. Photoshop, MediaComposer, Flash, Unity... Everything has its own history and its own outcomes.
I don't know if any of us are equipped to predict what is the right way to develop for the platform. That's not what I'm saying. I'm just saying he's being kind of a jerk and has a condescending attitude towards people who are actually delivering things with Oculus.