Hello Chris,
I have the same problem:
The headset freezes at load time.
But actually when I don’t use it for a little while and I take it again the scene works for few seconds (with hand tracking on the Quest side) and then freeze again.
On the computer (Editor) nothing happens, and its hard to debug anyways since the quest is freezing.
Here is the quest log :
cd C:\Program Files\Unity\Hub\Editor\2019.2.6f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools
adb logcat -v brief
Complete adb logcat (brief) in the text file
Here I paste a part, similar to yours :
I/VrApi ( 5468): FPS=72,Prd=45ms,Tear=0,Early=72,Stale=0,VSnc=1,Lat=1,Fov=0,CPU4/GPU=2/2,1651/414MHz,OC=FF,TA=0/0/0,SP=N/N/N,Mem=1804MHz,Free=1678MB,PSM=0,PLS=0,Temp=27.0C/0.0C,TW=1.61ms,App=0.42ms,GD=0.00ms,CPU&GPU=1.70ms,LCnt=1,GPU%=0.15,CPU%=0.02(W0.05),DSF=1.00
E/Unity ( 5468): SocketException: The requested address is not valid in this context
E/Unity ( 5468): at System.Net.Sockets.Socket.Bind (System.Net.EndPoint localEP) [0x00043] in <0e1afc3ce03d4e2ab478056348d6a9e9>:0
E/Unity ( 5468): at Assets.RemoteHandsTracking.HandsDataReceiver.Start () [0x00032] in <d2c4b3c0a45248e7a331cb3544dfe565>:0
E/Unity ( 5468):
E/Unity ( 5468): (Filename: <0e1afc3ce03d4e2ab478056348d6a9e9> Line: 0)
E/Unity ( 5468):
What I don’t get, is why is freezing, at least I could understand that the data could not be send through the Network so nothing happens in the Editor.
But that the Oculus Quest freezes, its like overreacting ^^
Hope this helps,
Don’t hesitate to ask more info if you need.
Cheers 
5428731–552612–Oculus Quest adb logcat brief.txt (672 KB)