I haven't made any comparison yet but the sweetspot issue is something I had with every HMD so far, so I got used to dealing with it. But I guess I'm also not that sensible about those things in general. The often talked about god-ray-effect never bothered me either, even though it is very visible in some cases.
In my experience, the best "counter" to the sweetspot issue, is a good head-mount-method. You can really opt that out to a point where its not a problem anymore. Sadly the VIVE PRO is a big step up only compared to the normal VIVE, since their both so heavy. One thing I would recommend to improve this, is a VR-Cover (like this) out of cotton. Since the original foam-cover is so soft you will feel the plastic underneath very quickly even with moderate pressure. But the pressure is really needed to keep the sweetspot steady. The cover from the link is more sturdy, but still soft enough so you don't look like this guy afterwards.
But that sad, even with these improvements the Oculus is better at that but yet the PSVR is still king.
If Sony had implemented full PC support I would have used it pretty much with all seated games so far. Maybe even never bought a VIVE. That was really a bummer to me, cause I read about a roomer long ago, that Sony might do this. I should also add, compared to all the other HMDs so far, even though the resolution is so small, the PSVR still hast the "smoothest" image-quality, in my opinion. Even compared to the VIVE PRO. The pixels might be big and well visible but you just don't see the gabs between as much. I really would love to see one of the "big" HMDs just have the same RGB-Matrix with slightly higher resolution. Might be just the perfect solution for this gen. I also fear some games will be unplayable with the 8K, since I'm reaching the limits with the VIVE PRO. Subnautica for example (the best VR game out there in my opinion ) started making problems. (on a 1080TI)