The way the trigger and axis handling is done in the openvr binding captures an instantaneous value, rather than the current actual value of the trigger/axis; setTriggerValue() is only called if the trigger touch state changes. This doesn't match how the oculus binding is done, where setTriggerValue() is called every time.
More importantly it doesn't allow a continuous sampling of the trigger or axis state, which is weird.
(Also, the difference between touch and press events is not captured by the Cinder-VR binding at the moment.)