Of course I can judge the design of the controllers without using them. Even without trying them it's pretty clear that with the half-moon design and finger and thumb tracking that the Touch controllers are more like extensions of your hands...and hands on reports all confirm this. The Vive controllers are basically just Wii remote clones.
As for 1 and 2 I'm, again, going by reports of people that own both headsets. The Rift display is clearer, focuses into infinity so it has more depth, the colors are more balanced and the 'sweet spot' is bigger. The design of the strap is also superior, wearing the Vive leaves an imprint of the edges of the headset on your face, known as 'Rift Face' back when the DK1 and DK2 did the same thing. If anyone has 'Rift Face' wearing the Rift CV1 then they're not wearing it properly.
The only three advantages that the Vive has over the Rift is availability, motion controls and a less extreme 'god rays' effect, and two out of those 3 will be negated when Oculus ramp up production and release the Touch controllers.
And as for number 3, it isn't 'by the by' at all. Yes, you can run games bought from the Oculus Store using Revive but doing so will impede performance. As Valve's reprojection method stands at the moment it's inferior to Oculus' ATW, it's part of the reason why HTC and Valve won't let Oculus extend the Oculus SDK to allow Vive games to be bought from the Oculus Store. If they did that you'd have games like Elite Dangerous, for example, bought from the Oculus Store performing better than the same game bought from Steam. And if that happened there'd be one hell of a shitstorm