Okay, you mix and match random sources from all over the place, on different platforms, and I'm not sure they can be compared to each other.[... stuff about Kinect 1, PS3, Kinect 2, thesis...]
Yes, when they talked about Kinect-1 resolution it was a ridiculously inflated number, because the useful data is only the resolution of the pattern, not the sensor. OTOH, the new ToF camera is real resolution, that's one of the reason it's feels incredibly improved. On paper it's not as apparent, because they were being *cough* generous *cough* about Kinect-1 specs,but now they are very honest about Kinect-2 specs. It's an amazing ToF camera no matter how you measure it.
Move was also real resolution, it was even conservative because it was capable of sub-pixel accuracy, and on PS3 it was 22ms with the camera at 60Hz. So on PS4 it should be much much faster to compute (maybe 5 to 10 times), and the two cameras makes it possible to get the same performance with a quarter of the resolution, so 120Hz or 240Hz instead of 60Hz. That would be easily under 10ms total.
To do what you propose with Kinect-2, it would need to group pixels together, and I don't think there's any precedent of a ToF sensor being able to change it's sensitivity, resolution and frame rate, dynamically. Also I'm not sure how they can be significantly under 40ms with a 30fps input, but it's certainly improved enough from Kinect 1 to be almost undetectable in games. I expect the TV lag, and the rendering pipeline of the game, to be the biggest contributors to lag.
For VR though, I have doubts, if only because John Carmack said so about lag with VR. We'll see...