Blend you fools!
The special sauce for blending a thumb joint in VR is to weight the joint from a Max of Float Array result, where the values in the array come from the absolute stickX, stickY or stickPressed captured values. This is super short and sweet.
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So I'm done with the animblueprint for VR hands, and just need to polish up the poses. In UE4 an imported animation can be tweaked using a keyed animation offset curve, there's no need to go back and forth between UE4 and other animation software to correct the poses for the fingers.