As for ED, its VR is basically a glorified TrackIR. There's nothing spectacular about its implementation. The HUD is the same as with monitors, and by all accounts very hard to read the text when using the Rift. If this is your idea of well designed, then I don't think you have anything to worry about with SC.
The fact that the hud is the same with a monitor is exactly why the implementation is so good. They immediately went for a hud which work well for the two solution, and where the expected resolution and fill rate jump with the consumer product will do the rest of the job when it comes to further improve the VR experience.
As I said the design is what count, the hud being optimised for head movement ( accessing the left and right panel ), is pretty much perfect for VR, same with the hud customisable color wise ( even if it's still limited, being able to choose the color of each element would be better ), the text being put on holo screen with some back color definitly help with the readability, and since they are fixed on the ship, you can actually center you view on it or even get closer to it if needed ( SC ? ).
Other than not being able to aim with your head with gimbaled weapon, and pretty bad galaxy map camera, yeah I'd call that pretty well designed, since what they have is already usable with the inferior dev kit, and will scale really well with the hardware update CV will bring ( that's what matter, it's not about making the ultimate DK2 experience, same with my comment about SC ).
On the other hand with have SC where we have some design decision which goes pretty much
against what VR bring ( by limiting the FOV ), every hud element pretty much sure to be needing an entire revamp for the VR use ( except if we wait for 8k screen to get into VR ), and example of animation which are doing exacly the opposite of what you should do with a VR game ( forced head movement ).
I mean at that point I wouldn't be surprised if SQ42 made you do some rolling mirror's edge style, for ultimate pucking experience with VR.
Every single one of those thing can be patched, rebalanced etc.. sure... ( will still have a hard time convincing me that it's not more work to redo so many things already developed and integrated, because they were made in a way which doesn't work well with VR ) if they are not, well yeah, one game will have
good VR ( even if it's not a vr game in it's core, only made for it etc.. ), the other will be
compatible with vr headsets, still better than using VorpX I.
That's only speaking about the VR integration, when it comes to the game itself, for the most part I really prefere the direction SC is taking over what Elite went for ( like it's very limited player interaction ).