To somewhat explain, that is how it is right now when using Advanced Movement for Hand Controllers (or per this example, Free Movement mode). In a way, this same binding method would allow users to also bind everything to just one controller as well, but the user would have to decide upon rotation or strafing.
As for my 5 cents, a useful option would be a radius definition for the “TrackPad Center” for the Vive and/or deadzone definitions for the Oculus. This way, if a user finds the center to be too big or small, they can change it. Same goes with maybe an Oculus user wanting to not apply as much of a push forward on their controller to move forward.
Another nickle goes into a “Restore Default Bindings” button… but please, a confirmation check would be great (“Are you sure you want to restore default bindings?”).
And the final one, but this shouldn’t delay the remapping concept to accomplish; Please allow the bindings to be known via scripting. This could immensely help out scripters who may want to focus on making a custom movement system but want to use the same bindings for user convenience.