VR will get better; focusing on women who are far less likely to spend thousands of dollars on a hardcore gaming setup is not sane. I know a guy who bought, successively, a PS3, a high-end PC, and a PS4... and a copy of GTAV for each. How many women spend that kind of money gaming? Who is the average customer for a racing wheel, a flight yoke, a VR headset, an arcade fight stick, a set of 3 curved LCDs, etc?
Your argument is an appeal to prevailing politics and emotion, not market logic and economics.
The only relevant thing is how do women fit into the VR market and do they constitute enough of an opportunity to divert resources from the hardcore game dev program to female biological ergonomics (i.e. addressing the motion sickness, instead of the small game library).
If you want to sell another 5 million VR headsets, the sole relevant question is, what is the most effective way to achieve that? Is it
1] making more & better games
or
2] making VR more female-friendly
the answer is 1, apparently. Billion dollar companies spend time researching these things before pulling the trigger.
I personally regard the 800ish dollars I invested in a Rift + Touch setup the worst technology investment I've ever made, and the concept of VR style gaming was the stuff of childhood dreams for me. I really hope this gets much, much better before I would consider dipping my toe again.
What percent of pre-order game sales are attributed to women?
If neither is significantly greater than 5%, your point doesn't hold up.