The new SteamVR input system (note it's not Vive specific) was announced 6+ months ago, and there were changes that should've only affected a few apps and bring benefits to all apps with regards to trackers. You can adress in one of several ways if you are still affected: have the trackers that require pogo pin interfacing be recognized as a controller (tracker held in hand) if you can make it bind as one of the first 2 devices (basically as a L or R controller) i.e. instruct the user how to manage the trackers bindings from SteamVR settings. Currently there are known issues reported on the OpenVR github and SteamVR Unity plugin github regarding button inputs via the pogo pins (or additional controllers) beyond the first 2 (Left and Right) controllers. As for rolling back to a version before the new Input System, although the branch to fall back on has been removed, if you are really in a bind as your developers update to the new input system, there is a way a user can roll back any app on Steam (only as a last resort):
Sorry for the harsh tone ahead but its the result of lots of time wasted trying to figure out what I was doing wrong. (spoiler: turns out it wasn't me doing something wrong)
Seriously - there is not way the "open" API for VR (aka OpenVR) can provide me with untouched raw input values for all connected devices? I need to manually load a 6+ months old version of SteamVR??
I'm working on a serious enterprise solution involving multiple trackers which is completely unusuable now. You can take the money for the trackers but have no API to access their inputs??? Is there anothe API I'm unaware of through which you privde access to the functionality you sell?
You were not able to fix this for 6+ months .... so either Valve really wanted (and succeeded) in sticking it to HTC with their enterprise efforts or some truely incompetent folks are involved. Both options are equally sad!