Just doing my duty to help improve what's already the best streaming software out there, Jim. Besides, I'm a technical director so it's what I do. :3
Oh, and don't worry about my workaround, as there was an audio quality issue I was fixing simultaneously while using the newer method. USB power adds static interference (6-7 Db in my case!) to most devices and it's easiest to pick up in the analog audio ports. I effectively got rid of that by plugging the S/PDIF optical from my 360 into a nice Rotel RSP-1068 pre-amp, then downmixed the 5.1 into Dolby Headphone over analog out (and into my sound card). It's an elaborate setup, but it lets me play in 5.1 (using optical output to an Astro Mixamp) while still downmixing at full audio quality to my stream. I can also swap between PC, GameCube, NES, etc. at the push of a button and never have to reconnect wires. Multiple fixes to multiple problems.
Anyway wrice4, for cases like FIFA and all I'd recommend actually lowering the music volume in the game options to zero to avoid copyright issues. That said, the music is already technically licensed by the game publisher and any derivative works using those licenses are allowed to use the music as well, until the owner of the track complains anyway. Currently it's a topic under debate as it's only become an issue recently due to game streaming, but there's no law countering the existing derivative works clause. The only thing you should avoid though is manually playing a music track contained in the game (like in an opening title or something, outside of gameplay). It's only considered legal if the game itself loaded the song, not you.
Oh, and re-routing the usb mic can be done by telling windows to 'listen' to the mic through another device. This can be done by right-clicking the mic in the Windows 'Recording devices' panel of the Sound dialog, clicking properties, clicking the 'Listen' tab in the new dialog, then clicking 'Listen to this device' and selecting what output device to play through. If you're clever you can mix the mic into another recorded device (maybe recording your Stereo Mix device as the OBS mic and mixing your mic into that). Virtual Audio Cable and similar software products also allow you to manually route devices around, but that's a bit more complicated and tends to introduce its own lag.
Oh and regards to the HD PVR 2, I know a lot of friends that use it and it's horrible to decode. Most people end up recording from the preview window via window-region capture. The issue is the decoding of the video stream and transmuxing of the output into a virtual webcam (similarly to how DXtory behaves), which competing devices do via official software. Even though my LGP has such software, the decoding itself eats up almost 20-25% of my top-end core i5, so it's not worth it for something like PC game capture. Console capture is great though, as I'm hitting maybe 50% or so consistently with OBS 32-bit and my LGP.
I'm not saying that you should give up on trying to get the HD PVR 2 running, Jim. Quite contrary, I'd love it if you built a decoder module that worked with USB devices in general. Somehow I think you'd end up making a more efficient decoder than the official LGP Stream Engine or Elgato decoder, at least based on your history with OBS updates. Hell, you might even allow me to use my LGP in 64-bit (the Stream Engine output is a 32-bit device, the LGP itself is 64) and get that extra 5% CPU it generally allows me. I'm rooting for you on that front, and on behalf of my two friends that hate their HD PVRs.