I'd be interested to hear how it's affected your IRL table tennis and if it's possibly let you pick up some habits.
It depends on your style and how well it translates to the game mechanics/controllers.
For instance, spin in the VR is less effective than in real life. I play a spin based style, so it doesn't feel as useful to me. The angles required to return the balls are much less precise, and even without knowing the spin or amount on the ball, people can return different types more often.
Serving is nowhere near as crucial in the VR. Once again, the spin isn't realistic so less accuracy or reading of it is needed.
Basically, all the spins and everything from real life work... they're just toned down some. Reason being, I'd imagine the idea is to cater toward most users who would buy the game and play for fun - not the top 10% of real players crossing over. It's still a blast to play, work on tactics and does translate over to real life. The real issue comes from if you use non-standard equipment (pips, anti).
In addition, another hurdle to overcome... in physical table tennis, you can adjust your grip pressure to heavily influence the speed/return of the ball. The VR is not yet capable of registering that sort of input. So, whereas IRL if someone sends a fast shot over, you can relax/loosen the grip to absorb the power. In VR the rebound effect stays the same, regardless. If you are using a bouncy rubber setting, it works great off the table... but up close it can send back a rapid ball that overshoots the table.