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No, lowering the required timing accuracy does not fix anything, and makes gameplay feel even worse due to increased slack between hitsounds/vibrations and the music.
The slider follow circle radius is exactly the same size as it is in the 2D game. I've been a bit hesitant with changing game rules for VR, since the idea is to keep it as close to the original as possible, and it works pretty well so far. Don't forget that your hand is not a pen, and pointing at something with a fist doesn't work the same in VR as it does on a Wacom tablet with a mouse cursor.
Sliders are generally very forgiving, exactly the same as in the 2D game, except when they aren't[osu.ppy.sh].
Fun in VR for this game comes down to physical activity/movement. You have to create your own challenges, so here are a few pointers:
Playing easy beatmaps will be boring of course, what did you expect. [Insane] diffs also count as being easy in VR. There will be a list for challenging VR beatmaps, but no eta on that yet.
Try to full combo this beatmap in one session, without pausing to catch your breath: https://osu.ppy.sh/s/336414