It may be good to read https://uxplanet.org/designing-user-experience-for-virtual-reality-vr-applications-fc8e4faadd96 and https://www.amazon.com/3D-User-Interfaces-Practice-Usability/dp/0134034325 (the book can be found online for cheaper).
It may be worth mentioning that wig stands tend to have standardized mounts. The same company that makes the wig stand I linked also makes a tripod for it.
As I understand it the design is pretty common, so you don't need to buy from a single vendor either.
I use a wig stand for my Cosmos Elite. Which has has come in handy as I found I could mount the wig stand and it's detachable base to the top of one of the monitor mounts on my desk.
When I'm doing mocap work the HMD sits above my desk when I don't need to worry about it's position (and just want Vive Tracker data). When developing for VR specifically I can simply move the head model part of the stand over to a tripod with compatible mount.
Something 'better' will be difficult, You are going against Unity (2,000 employees) and Epic Games [Unreal] (700 employees) who have money to pour into R&D. You will probally not match rendering quality or features and functionality with your soultion.
An easier design interface and open source are doable. I'm going you leave you this to review:
https://www.unrealengine.com/en-US/blog/getting-started-with-google-blocks-and-unreal-engine
You also should look into OpenVR and OSVR.
Read this book: https://www.amazon.com/dp/1839217332 It doesn’t assume any prior knowledge. The bit on Post Processing is a bit out of date, but most of the book is solid, and it’s a comprehensive introduction to VR, Unity and C#.
Come and try a game in which you have to actually spin around to keep up with your character :) Whirl/Swirl/Twirl VR already out for Android devices!
To sum it up in two sentences, this is a VR twist (pun not intended... or is it?!) on the endless runner formula in which you have to actually spin around to keep up with your character :) I know it's trivially simple but still, I'm immensely proud to finally have something to show that is actually a full, self-contained video game.
As with all projects, had periods of total blast developing it and periods of total discouragement but pushed through to have it released and in the end, I feel very content to have it up on the market, regardless of how simple it is with its mechanics :) Not trying to profit off of it (don't even have any ads or IAPs inside), I just made it for the heck of it and to play with the technology that always thrilled me (hell, early prototypes of that game were even in my Master's thesis which was on virtual reality!).
Hope you'll like it, thanks in advance for every playthrough and feedback! :) It's up on the Play Store now.