Rift specs are up in the air in the moment, so while that should be taken into consideration it may be fine, but font size is a thing that could and should be user customizable.
They've talked before about wanting the UI to be very modular, so that you could turn off anything you don't need to see, and move it to where it makes the most sense to you. Edge UI may be difficult to use in the rift as well. Star Citizen is Oculus's biggest supported/announced game atm, I'm sure they know a general spec to shoot for as well as already having access to higher fidelity kits for practical testing.
e: for your edit, non numerical UI elements are something I despise in games, they should never be used without accompanying metrics. They're ok for glancing at, but you can never gain any more information from staring at them than you can from glancing.
Font size being customizable is something I agree with, whether it's Rift or PC. Being able to customize the UI was something that was mentioned, good point.
In a real aircraft lots of pure numerical or text information might be presented, but it's also very compact and real life is very high resolution.
In a fast-paced game, I would say you want to be able to quickly see everything without having to spend a bunch of time staring at (or even worse turning your head to see) certain controls while trying to dogfight. Having numerical information in addition, or supporting, is good -- and even in the example screen I posted that also exists. But for clarity and ease of use, having things larger and simpler is great.
For a vaguely similar comparison, the holographic ship configuration user interface was INCREDIBLY frustrating to use, even moreso if you are wearing the Rift since you seemed to need to find a proper distance to lock yourself in at, and then you try to manipulate things. It's a situation where you could have a weird holographic interface, with snapping slide rotation that may jump back unexpectedly, or you could have a 2D ingame menu (HUD or monitor or whatever). If you had a menu, you could instantly pick ship, weapons, test station, select. Even if no one had used it before, they could still do that.
I'm a bit concerned that trying to make something like that futuristic and 3D both costs a ton of effort in creating it, AND makes it practically orders of magnitude less efficient, less clear, and more frustrating whether it was real life or a game.