Blurry edges depend a lot on where the headset is sitting on your head, and playing with the straps can really improve the experience (even the feeling like it's heavy). Mine is fairly tight on the sides and then long on the top strap, pulling everything back a lot further than it feels like you are supposed to.
Anyway, not trying to criticize your preference, but hoping your Vive experience can get a bit better.
I use command strips on the walls for my base stations in my bedroom, so no tripods take up any space and no damage to the walls =)
The blurry edges could be a focus thing, could also just be how it is, I've personally experienced a better FOV on the Vive than the Oculus, but I could be mis-remembering.
Blurriness can eventually be helped a bit by supersampling (already possible, just need a powerful system to handle it), and some work being done on things like foveated rendering [1] helping to create higher-res displays.
Are you using roomscale? It wasn't clear from your comparison. It's the biggest difference that matters between Vive and Oculus. Roomscale is fundamentally a superior experience. Until Oculus has a generally available implementation of it, Vive is at a different level above Oculus.
I think 100,000 early adopters given the current very high price suggests going mainstream isn't much of a problem.
The odd angle I am refering to is having the sensors above the player. I used a bookshelf on one side but had to buy a tripod on the other side.
On the cable, the problem is that even when seated, you end up turning on yourself, and then you don't have one but many cables to manage that you cannot see. It almost requires some assistant.
On blury edges, it doesn't feel like a resolution problem, rather an optical problem. Perhaps my headset wasn't adjusted properly but I couldn't find a way to improve it.