The way LFS auth is setup though, there's really no great reason as to not have 2fa (even if it's email codes, but TOTP better) because you already have separation between securing your game account vs accessing the game.
Pretty much every online platform, including gmaes like iRacing and Steam offer some 2FA option or even OAuth (to allow another platform's TOTP/Passkey to secure the account)
Have you tried LFS with/without OpenComposite? If with OpenComposite it might need you to manually copy in the 32 bit dlls into the LFS folder (it may have tried to use the 64 bit ones which won't load into LFS).
Without it should _just work_ which is the experience I've had.
It's still the Oculus software on PC. A more "apt" name for it would just be "Oculus/Meta" as it includes the ancient Oculus Rift/Rift S headsets but also the Quest line (which were also initially called Oculus and then became called Meta because Facebook rebranded it all)
Although pretty much everyone has moved to OpenXR as it's a "consistent" standard that supports all headsets and other headsets natively like Pimax which can then be used without SteamVR.
Many people these days also opt to not use Oculus Link for PC connectivity as it lacks certain customization options for performance/picture quality as well as poor reliability and instead use things like Virtual Desktop which connects wirelessly (or via USB-C networking) as a SteamVR headset.
Windows11 24H2 update fully removes support for WMR headsets with no way to get them working without downgrading. At least presently this is the case, the author of OpenXR Toolkit (among countless other VR things) teased a project that allows WMR headsets to work in Win11 in versions where WMR has been "removed".
You automate the start by immediately dumping clutch/triggering a launch control routine once you receive the local green flag packet, eliminating the human delay/jump start potential.
Yeah that's kind of expected as LFS updates at 100hz so anything that's not a equal multiple will occasionally stutter. It's an issue in VR, especially as headsets are like 70-90 hz which will always seem a bit off, especilly when looking left/right
Interestingly Moza's went and taken their FFB Flight Stick and now offers sequential/h-pattern shifting modes with it so in thoery a dev could actually implement a proper H-pattern gear shifter with accurate resistances if they wanted
Should work fine in Proton or Wine. DXVK will probably provide greater performance but you may need to use WineD3D with your GPU if Vulkan isn't supported.
Lately a lot of strides have been made with wheel support in recent kernels with many DD wheels gaining kernel level support. Logitech wheels have been around forever and are well supported.
CPU/GPU should be fine for performance. New LFSĀ graphics update might have issues as the DX requirement will increase and might require DXVK (and thus Vulkan support).
There used to be shadow/sound issues in Linux but there's an alternate shadow method in settings somewhere that should fix that if you encounter issues. Sound should be fine.
You can use DXVK (used on Linux for converting DX to Vulkan) in Windows as well. Only thing that I ran into with testing is that it doesn't seem to work with VR.
Install is just a matter of putting the DLLs into your LFS directory. Uninstall is as simple as deleting them.
With old dedicated servers, you still needed your own server to run the DediHost + InSim, even if that meant hosting both on your PC.
The only difference now is that the DediHost is hosted by LFS but you still need your own server (or still on home PC) for InSim.
Theoretically, LFS could containerize InSim apps and run them on their own infrastructure but that's a pretty large feature to implement with plenty of security/abuse concerns. It probably still wouldn't absolve people of needing their own server for things like databases if they're storing anything associated with the InSim's operation.