Well, if you were sitting down you'd be better off with a gaming laptop. (Unless you want the backpack for the gargoyle chic of course ... ;) ) As Quest is an Android-ish mobile device, I assume it's not a great development platform even if you choose to sideload things. You'd probably want to use the Rift S or one of the high-end WinMR HMDs plugged into a Windows laptop. (Only Valve's SteamVR is supported on Linux, but there's no SteamVR HMD with markerless inside-out tracking out there yet. You
could use a Rift and clamp a SteamVR Tracking base station to your table, if it's stable enough, using a battery pack to power it. That would be
so Linux-on-the-desktop, in more ways than one.)
But then you'd run into the big (and hard-to-fix) limitation of first-gen VR, the very low pixel density compared to conventional displays, which is a particular problem when you're working with text. It's a problem with is partly compensated for by the unlimited virtual screen size that VR gives you, especially in comparison to the small and awkwardly-placed screens you're often stuck with in a mobile context. So you could certainly give it a go, especially if you get one of the highest-res WinMR headsets, but on balance the laptop screen would probably still be more practical for coding today.