I partially agree; non-rechargeable batteries and the ridiculous positioning of the battery cover are definitely demerits (something I also learned while paying Beat Saber). Other personal gripes (coming from a guy who "upgraded" from a PSVR to a Quest) are that the controllers are WAAAAAAY too sensitive and jittery, and the haptic feedback/rumble is far too weak. (Or perhaps the Move controllers are far too strong?)
That said, at least the big problems are easily rectifiable: there are inexpensive grips on Amazon that both protect the battery cover and add an extra layer of grip, and I already have a bunch of rechargeable AAs on hand (although I understand that those are becoming less common in an age of lithium-ion). The tracking (jittery as it may be) is more consistently accurate than something like the Move controllers, with almost no errors during a long Beat Saber session (versus at least one error every song on the PSVR). I DID have my left controller flip out and fly off into space a few times in the span of three hours, but that's still better than the Move, which flips out almost every time you pass a controller in front of the headset (and god forbid you accidentally move out of the camera's FOV).
TL;DR: in spite of the flaws you mention, I dig the button layout, the tracking accuracy, and the distinct grip and trigger functions. I wouldn't say it's the worst controller, but it can definitely improve by a lot, and there are already ways to fix some of those issues.