I can accept the pixelation, fair enough but the rest of the issues just seem like straight up design flaws to me instead of technical limitations - The nose gap, peripheral view and the glare, surely these are all things that can (and probably should have been!) fixed before the consumer version released.
Except for the nose gap* those other 'flaws' are largely the result of difficult design optimization solutions between various trade-offs that exist due to inherent limitations in our current technology base (i.e. we need better materials tech, better computing, better optics, better manufacturing, etc, etc).
*I agree is a bit extreme, even if the intent may be to allow continued room visibility for utility purpose. I've resolved it by carefully taping up a portion of it so it's not particularly obvious unless I'm actually looking for it.
Unless you're willing to wait two-three more years for consumer VR tech, this is as good as it gets. Of course most others are not as patient - if the flaws are something that you can't look past right now, you're certain to get great resale value for it.
The Vive is very similar, with a slightly different set of compromises. The prevailing opinion seems to be that the Rift has a somewhat better HMD, and for now, the Vive is a far superior VR experience (due to motion controllers and room scale).
An interview with someone from valve indicated to me that their vision of the future is hybrid tracking systems. If body tracking becomes a thing, they could easily retain lighthouse for HMD/controller tracking and release a camera for body tracking, or even use rift's.
There's incredible value to be had in body tracking. Even Kinect 2 grade body tracking would add significant value to VR - even if it's somewhat reduced for gaming due to latency. It's an obvious direction for VR to go - and will open way for a social VR future where people are able to 'emote' with their full body (or rather just act naturally while others pick up on their body language). At that level, VR begins to have real disruptive impact on other socialization paradigms.