I thought Vive support on Oculus Home was down to Valve and HTC giving over hardware access or something.
Here's what the SDK ToS says:
In order to maximize your enjoyment, safety, and overall experience through our Services, the Runtime may only be used with Oculus approved hardware devices and with software developed using the Oculus Rift Software Development Kit, as specified in the Oculus Rift Software Development Kit license agreement.
So it's pretty much just totally at the mercy of Oculus. But honestly I think it's HTC/Valve that doesn't really want to cooperate.
Note: The rest of this is pure conjecture.
If they want to make Vive work on the Oculus store that means supporting the Oculus SDK in full. Developers then see that the Oculus SDK can now cover all the major headsets available, so there's no point in programming with more than one SDK. So it effectively becomes an openVR vs Oculus SDK question in the minds of devs, from the looks of things the Oculus SDK is quite a bit more mature at this point so it would be pretty reasonable for devs to choose to use it. But then their games can only release on the Oculus store, which is the important part, Valve isn't in this for hardware profits but to expand Steam's userbase.
Oculus on the other hand, I can't really see why they wouldn't want Vive working on their storefront, unless they're going for an Apple-esque walled garden approach where they want full hardware/software oversight to maximise quality of experience at expense of user control.