It should be noted that the Quest runs the Snapdragon 835 SoC, the same SoC in the Go and every other standalone headset you can actually acquire right now (specifically, Lenovo Mirage Solo and Vive Focus). It's the same SoC as the Google Pixel 2. In other words, it's old. It's why Oculus had to drop the framerate from 75Hz on the Go to 72Hz on the Quest: the added overhead of the camera tracking and higher resolution display left too little frame budget for applications.
I will immediately buy the first headset with an 855 in it. Not only will the raw performance be substantially better, but it has custom silicon in it specifically for doing image-based tracking, as well as processing higher resolution video feeds. Quest is just a preview of what is to come. I'm pretty sure we're going to get the first, decent pass-through camera modes in the next gen of mobile VR headsets.
Oculus Quest has managed to solve both of them, even though they do their best not to exploit it. Because it's an untenthered headset, you have to designate a "play area" for safety - and to do that, you get to see the world through headset's cameras[0], and paint it with your controllers! Even though the view is monochrome and grainy, you can see enough to walk around and do tasks. I've frequently interrupted my play to do something, without taking the headset off - as soon as you walk out of the designated play area, you get the camera feed back.
Currently, Oculus is using this view only as a safety feature, and AFAIK you can't access it as an app developer. Moreover, using the headset outside is discouraged (perhaps because direct sun focused on the optics could burn holes in the screen). But Quest is essentially a working proof of concept, showing that the possibilities are there.
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[0] - Apparently they're used for controller tracking.