I think the bigger question is whether Touch can accurately be tracked by a single sensor. That may be one of the challenges they delayed it for, beyond improving the hand digit tracking. If you need both cameras to have LOS on the controllers to get good tracking then it would actually take like 3-4 sensors to get a similar roomscale setup going, which while possible would not really be supported for end users I think.
I can't remember what website it was, might have been UploadVR, but they tried two cameras in opposing corners and experienced no more problems with obscured controllers than you'd have with the Vive. I've also heard no reports of tracking problems with a single camera and Touch controller tracking. There's absolutely no need to use 3 cameras, although of course it goes without saying that the more cameras/lighthouses you have the less chance there is of obscuring the controllers with your body.
Personally, whilst Room Scale VR is going to have its place I don't think it's going to be as big a thing as some people are expecting. It's going to be fine with VR games, apps and experiences taking place in one 'room' but without adequate ways of exploration and locomotion into different areas Room Scale VR is going to be unsuitable for most mainstream gaming genres such as FPS games, third person games, adventure games, RPGs etc.
Yes, designers can use teleportation mechanics, but contextually that's only going to make sense with sci-fi games such as Budget Cuts. Any other game setting, apart from a magical/fantasy one with wizards or mages, and it just won't make any sense and be presence-breaking.
And if designers have to stick with one 'room' experiences there are only so many ideas that they can come up with that don't create the same game in a different skin. We've already started to see it at this early stage - Hover Junkers, Space Pirate Trainer, Arizona Sunshine and Dead And Buried are all virtually identical games. 360 degree shooters with different skins. And it won't be long before we see plenty of Budget Cuts clones too.
Kinect had a very similar problem too. The godawful lag made the vast majority of mainstream gaming genres unsuitable for Kinect which severely limited suitable game ideas. And we ended up seeing the same games with different skins.
The best quality VR experiences will be seated or standing, at least for this VR generation.