I enjoyed it. Wife enjoyed it, kids enjoyed it. Nobody felt they had to ride again. In fact, I can't think of an incarnation of that ride system since Questor that really compelled repeat rides. I suppose Corkscrew Hill came closest, but Questor had that slightly gritty, analog realness to it, which somehow drew the rider back for more.
IMO the tech for something like Eire really isn't there yet, in that the headsets need substantial hardware miniaturization before they can be truly comfortable, secure on the head, and (probably more) durable. At any realistic price, that only comes with time, and IMO we are currently in that uncomfortable spot on the new-tech temporal curve where it's feasible enough for a regional park to try but not quite ready for prime time. I ended up holding the headset up and encouraging my kids to do the same -- a task made considerably easier on a ride that doesn't really feature much in the way of abrupt movement.
I would love it if someone more versed than me in the VR arts would comment on the basic architectural and computational differences between Eire's VR and that on a VR-enabled Six Flags coaster. Those rides and their associated headset tech feature considerably more intense ride dynamics, a wider range of environmental factors, and a larger user/rider base than Eire, but they seem to fare better overall from a usability and comfort standpoint.