This is super helpful http://www.walkinvrdriver.com but it geared towards specific types of disabilities. Generally speaking, VR and game developers are pretty new at using the entire body as an input device. It will take time for ergonomics and accessibility to become more standardized. Some motions can be faked. For instance, overhand throws in VR tend to hurt my elbow so I only throw underhand and most apps can't tell the difference (and I can get more force out of underhand).
While a tremendous amount of VR is gaming, there are a ton of non-gaming applications that are worth exploring and many of the games (especially seated games) have trackpad input.
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