Your viewpoint is biased. Maybe women don't buy hardcore gaming setups but in 2014 they constituted 52% of the gaming demographic.
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.