I've given this a lot of thought, and um, there is no way we're going to support any of that. In no way is setting movements and actions to buttons can be a thing in emulated wii motion plus. Because, quite simply, it would be terrible. It would be a UI and control disaster, only a few games would be supported (skyward sword and... skyward sword), and it would play absolutely nothing like the original game.
The only reason Wii Remote emulation in the "assign a gesture to a button" form works at all is because game devs often felt like they needed to add motion to their game and just took an existing action and had motions turn it on. For example, if a game decides that any input on a specific axis triggers a predefined sword slash movement (Twilight Princess Wii), you can replace that with a button and it will be flawless! However, any time multiple axis are combined in true motion controls, like Wii Sports, it will completely and utterly fail.
And guess how all Motion Plus games use it? Yep! Combined multi-axis movement for true motion controls. Because it was optional, only games that wanted to do genuine motion controls ever picked up the feature. Assigning motion plus controls to a button will never, ever work.
There is a way however for proper Wii Remote emulation and Wii Remote Plus emulation to be achieved, and it's actually rather simple, it just requires that we leave the gesture to button concept entirely. All we need to do is expose the accelerometer and gyro axis' in the UI. That's it! Then, a user can map them to a compatible control with similar hardware, like virtual reality controllers, and it will work. This also solves the future-proofing issue of Wii Remotes disappearing, since as long as there is virtual reality, there will be controllers with accelerometers and gryos for users to use with Dolphin. Simple. And it gives an accurate emulation of the original gameplay!
Ok I don't really know how to map VR controllers axis. But I mean, an accelerometer is an accelerometer, a gyro is a gyro, it's doable. Worst case scenario, we don't expose the axis controls in the UI and we use OpenXR's APIs to support any VR controller that works with OpenXR.
Of course that requires giving up the dream of playing Skyward Sword on traditional gamepads, but um... that will never be enjoyable, and if we do it by this method we can support ALL games and ALL motion controls in an accurate and future-proof way!