At a more tactical level, such as beats, storyboarding, and even UX research...there's still a lot of experimentation when it comes to what works and what doesn't for storytellers. If you tell an experienced director to make an action movie, there's a lot of well understood techniques they can lean on to tell good story. So far, our experiences show that a lot of that flies out the window with VR unless you spend all your energy trying to encourage your user to frame the shot the same way a director wants you to. However, if you do that, you aren't really using VR anymore.
The problems that constrain story length are really a problem because you can only give story so much depth in 15 minutes...and if you don't have the opportunity to figure out how to tell a story with nuance, you won't learn how to get nuance right. VR has no nuance at the moment.