Nerdzmasterz
Have you tried Link/Airlink?
That would let your Quest 2 run the Rift version via a PC.
The main disadvantage of the Rift is there are no spare parts. If your Rift CV1 or Rift-S controllers break, that's game over unless you can find some overpriced second hand ones on ebay.
Although I do prefer the Rifts for almost all VR use.
The Quest 2 with Airlink is pretty good (I've got a second 5GHz wifi network just for VR), but the headset isn't as comfortable for long play.
Another developer consideration: the Quest 2 is great for showing off games at events. No PC to set up, no cables for inexperienced players to get tangled in or people to trip over. The only down side for that is the battery life.
Also, this is why I love VR development! I can't seem to build anything yet, period. If I ever get over that bump...
Every couple of trimesters I'd update my Unity VR framework for my students. Every damn time it's a struggle to get everything working. Once it works, I'd zip it up and hand it out. But that initial bump is frustrating.
In comparison, making a working Tilt Five Unity project with head tracking and moving an object using the wand controller took a few minutes (without reading any docs) and worked first time. They don't use Unity XR at all, just drop a prefab in the scene and one line of code for the wand.
(Plus no accounts, no social media, no store, just a device and the bare minimum to use it)