You know what I'd like to see?
A full sized VR JRPG. Different lands to travel through, giant bosses, a leveling system, all that.
So I thought about how to make it exciting as a VR game- and had a few ideas.
I have Until You Fall, which is a swordfighting Roguelike, and the system is good- but it gets too chaotic for me in the final third. Too many enemies trying to attack at once, and with attacks that are very difficult to avoid even one of when even one hit is a big detriment.
I also have The Wizards: Dark Times which has a really really awesome gesture-based spellcasting system.
The main inspiration? The Legend of Dragoon. Additions.
See, in The Legend of Dragoon, when your characters attack, there's a button-timing minigame that appears, and the more hits you get, the more damage the attack does. These combos are called 'Additions' and you get more of them as time goes on- with the option of staying with the early, easy, short Additions for decent damage or swapping to the later, much harder, longer Additions for better damage- and even when you fail partway through, it still does damage based on how many hits you managed.
In Until You Fall, when you break an enemy's guard you open them up for a combo- multiple hits that actually damages their health, but you have to strike them in a certain direction, with indicators. I feel like that maps to Additions pretty easily, though I feel you'd want to include more counter-attacks- LoD does that, but rarely. Meanwhile, you could have defenses (and the occasional counterattack opportunity) the same way when the enemy attacks you.
Each hit would of course have a timer, just like Until You Fall, so when you don't get the next hit in time the combo ends. But for accessibility's sake, link that timer to the difficulty so Easy gives you almost forever while Hard you have to swing for you life.
Spellcasting would have a similar mechanic, except instead of just swinging you'd have to make certain gestures in a chain- the better you learned the spell, the more effective it would be, but even if you only got the first one before the timer ran out you'd get a good amount of the effect. With of course the early spells only having one or two gestures while the later have lots more.
Level would matter too, so you can just powerlevel until you win even if you suck. And, lastly, as a character's turn comes up you can pick whether to control them directly or just give a command and let the RNG decide on the damage percentage the minigame would grant- just in case you love swinging the sword but you cannot get the hang of spells or the dagger character's attacks.
Just a random idea I was brainstorming about how it could be done. Turn-based with an action minigame for actions VR JRPG.