I think they're less of a problem, but still a problem. There are devices one can use to add/remove aim jitter, counter weapon recoil, etc. They sit between an input device and the console, and have per-game and per-weapon profiles.
They make a replacement screen too. The feature set depends on the firmware, and you pick the right firmware for your screen (or make your own, it's FOSS).
I added a calibration feature for the pulsometer. Lets me set how many events I want to count in order to get the answer. Allows me to turn the pulsometer into an asthmometer. Use it every day at work, makes counting respiratory frequency painless.
If I remember right, I also made some improvements to the TOTP watch faces. Even maintained the repository for a bit while Joey focused on getting the Sensor Watch Pro out. Merged a lot of stuff.
I think it's obvious too. I'd call out any case of `${{ }}` interpolation in a `run` block, and it's something I watch for in PRs. I also know other people don't watch for this, as I've corrected it about a hundred times. Over the last 10 years my average colleague understands less and less about injection or to watch for it at layer boundaries.
That's surprising to me. It's been a standard feature on laptops for 20 years.
Edit: Or I should say, it was 20 years ago. Maybe modern stuff is worse, but my M2 MacBook Air and Framework 13 Intel Core both power on without a battery.