I developed on it and the limitation was mostly self imposed for safety/perf reasons. Its much easier to draw a consistent roomscale boundary on the Quest with the 6DOF controller. Without that its a real UX problem. Even the Quest is constantly asking to redraw the boundary. It was one of two SOC generations (as well as VR SDK gens) earlier and it was quite hard to build out a full room without a lot of perspective tricks.
There was an experimental add on for 6DOF controllers
https://developers.google.com/vr/experimental/6dof-controlle...
It really wasn't a fundamental technical leap to go from the Mirage to a Quest. The Quest feels like a (well thought out) iteration instead of a revolution compared to the Mirage Solo.