It's sort of no surprise the Ars review turned out the way it did.
Oh, come now. I'm right here. It's one thing for anonymous Twitter people to tell me that my review was "biased," but you can critically read everything I wrote and see my specific issues with the hardware—all while I lauded, quite specifically, the screen in a preview state, before software was taking advantage of higher resolutions. I'm hopeful you can aim for higher discourse about my work.
I'll be coming back to Quest 2 ahead of launch to see exactly how 90Hz and Quest Link updates factor into the sales pitch, since neither was available for full testing. The Quest 2 resolution stuff in this video is promising, but it looks like some of those video's Valve Index clips have certain visual settings turned down. Possibly because it's running at 144Hz, which SteamVR would automatically correct for by downgrading resolution to keep that frame rate locked. (But that's just a guess; I don't know why reflections are turned off in the racing game solely on Valve Index.)
Agreed with another person about things that figure into real-world use, particularly FOV. Valve Index is still quite pristine in terms of operational resolution, and it's not certain how Quest 2 will handle medium-power PCs that can't reach the fidelity of its high-res panels.
And Oculus was pretty frank to me about this hardware not being built with wireless connectivity in mind, so I'm curious to see what other people can do with WiFi 6, without Oculus's blessing.