It was important in the development of these headsets, but it's not an issue in day to day use because it is evidently good enough. People can't tell the difference in latency between the vive and rift.
Note that I'm not so much talking about the latency produced by the headsets themselves (which as you mentioned should be quite low for both), I'm talking about latency produced by the game and by the CPU/GPU. Since game and GPU performance is exactly what [H] is trying to measure (and not headset performance), latency produced by these would be extremely important.
The oculus runtime uses synchronous timewarp after rendering every frame, so there is no way its latency is above like 15ms (I forget the exact number but I think it is lower than that even).
Note that [H] is not using a rift, but rather a Vive, so ATW doesn't apply here. Even so ATW also has it's limitations, which is why Oculus themselves only recommends using it as a safety net, and not as something to rely on constantly.
If all vive games are > 15ms, and nobody is noticing or complaining, why is it so important to measure it? From the consumer perspective, if all the measurements are below the point at which it is a problem, what does it matter?
VR experience is not a binary thing, where latency above 20 ms results in a vomit comit experience, and latency below 20 ms is utter perfection. So knowing the exact latency has clear value.
Also you argument that nobody is complaining is a bit silly. Console gamer generally don't complain about framerate in their games even if it's often only somewhere around 30 FPS (only if the game consistently dips below 30, will you see people complain), but if you tried to convince people on this forum that FPS higher than 30 FPS is pointless, since console gamers don't complain about it, you would be laughed out of here.
I have over 50 games and demos for my vive and not once have I noticed latency or gotten uneasy feelings after playing one of them (p cars excepted). I have however experienced some frame drops and falling back to reprojection in almost all of them.
Frame drops and reprojection is a result of latency, basically due to the game not having a new frame ready within the 11ms window. But if GPU A is constantly reprojecting due to it taking 12 ms to finish whereas GPU B is constantly reprojecting due to it taking 20 ms, then you would absolutely want to know, since that would indicate that reprojection can be fixed for GPU A with just a light overclock or slightly lowered settings, whereas GPU B is kinda screwed.
I don't think any consumer of VR does or should care about MTP latency ahead of those two. Minimizing it may subtly improve the experience, but there are factors that much more obviously impact the experience and my stomach.
Again dropped frames and reprojection is a result of rendering latency exceeding a preset threshold (10ms for Vive), and since rendering latency is a subpart of MTP latency it absolutely matters.