I've yet to experience any technical bugs or difficulties. The documentation for setting up steam audio is pretty straight forward and my test curves have been holding up well with the directivity setting toggled on (highly recommend by the way). If you're careful about your curves and speaker placement, the potential is absolutely there. The largest noticeable improvement has definitely come from the directivity setting which allows for realistic projection of sound volume within a sound space! I think creators will be happily surprised with the quality of just slapping on the steam audio source component and building a directivity volume that fits their source.
Fidelity of sound appears to be higher as well. My ears are a little rusty but it sounds as though the sound is less compressed over steam audio versus the previous spatializer. Perhaps the processing of things is just cleaner which gives this illusion? I'm unsure and honestly a little lazy to look into the technical aspects of this. Try it out for yourself and see!
Something that I've really wanted to see is the addition of audio mixing so that I can get even more in-depth with sound design. VRCHAT PLEASE ENABLE AUDIO MIXER GROUPS OR AT LEAST SOME AUDIO MIXING COMPONENTS LIKE PARAMEQ, LOWPASS, HIGHPASS, ETC.
Additional items to test are:
Stress testing player audio (goal: 40 active voices and 10 active sound sources
Density and quantity tests (goal: 50 sources in 40x20x30 space)
Check back in on my test world found here (https://vrchat.com/home/world/wrld_61ae6613-4ff8-48cf-94c8-d79543f745d7). I'll be testing silly stuff over the next few weeks prior to implementation in my VR audio-visual experience venues.