But touch screens are a step back from keyboard / pen / mouse. They have it's use if neither of those are easily available.
I'm not sold on holographic displays at all. We've been displaying 3 dimensional data on 2 dimensional planes ever since after the middle ages. It works very well. Arguably better, because it let's the user (or the one presenting) "collapse" one dimension.
It is also easier to manipulate, you only turn the object. On a holographic display, you have to turn your head and turn the object. Even worse, if multiple persons are looking at it, you don't see the same thing.
They're a step back only in terms of raw information representation and manipulation. They're fantastic for media interaction. If you're dealing with text and images, separating out the display and inputs makes sense. Id say the same thing for interactive environments like video games this holds true as well. If you're dealing with video or music players, it's added complexity.
A map on a paper does have the advantage of simpler interaction and canonical representation regardless of perspective, but it does that by sacrificing granularity. You can look at one map at a time, you can't zoom in, you can't change angles, all you can do is switch to a different map. A map of the solar system for example would benefit from three dimensions, and you can represent more abstract information as well such as orbital paths.
There isn't one UX/UI that is above the rest. They all have their use cases. I think people are trying to cram the wrong things into the wrong presentation/interaction model and it leads to frustration. There's a reason nobody writes code on a smartphone, there's a reason social media exploded when smartphones became commonplace. Nobody wants to use metaverse to search something online, but people want a 3d interactive environment when playing a game. There's a situation for everything, the trick is figuring out what fits best where.
But the interfaces were always an abstraction, your mind had to learn a different way to interact with something regardless. The tactile feedback is somewhat overstated IMO, you know that what you're feeling and what you're doing aren't directly related, unlike manipulating a Rubik's cube or something. It's good to have that, it helps with an interface, but it doesn't have to be the same as a keyboard just like a keyboard doesn't have to be the same as arranging letter blocks on a table. Touching what you're trying to manipulate, such as on a touchscreen, is more intuitive, but that's what makes it less powerful for complex tasks; you want your abstract interface to enable you to manipulate more than just what you're seeing in front of you, a keyboard does that, a touch screen does not.
IMO the more varied the sensory input we receive from an interface the better (higher information throughput, more diverse engagement of the mind, fine motor skills, etc. etc.), and satisfaction with touch taken away and being limited almost exclusively to sight is to some degree Stockholm syndrome.
We gained something, but we also lost something and hopefully we will not settle for that. I am looking forwards to tactile interfaces, whatever new tech will make it possible.
I'm not sold on holographic displays at all. We've been displaying 3 dimensional data on 2 dimensional planes ever since after the middle ages. It works very well. Arguably better, because it let's the user (or the one presenting) "collapse" one dimension.
It is also easier to manipulate, you only turn the object. On a holographic display, you have to turn your head and turn the object. Even worse, if multiple persons are looking at it, you don't see the same thing.