Part of the content issue is time.
It takes 3+ years to produce a AAA title, plus a lot of the big risk averse studios, want a bigger market before diving in, so you end up in a catch 22 situation of people don't buy VR, as there is nothing of interest, and studios not producing, as there isn't enough user base.
Things should start to change over the next 6 months or so, as some of the larger games start to come out (i.e. more than the 4 hours long, and are not just basically the $5 tech demos you have now (other than ED)).
Fallout 4 VR should be an interesting test of the waters, a full AAA tittle in VR.
I would also suspect moving forwards, that a new non VR 3D game will be easier to convert to VR, as long as it has been designed appropriately from the beginning (i.e not used 2D overlays for weather effects, or weapon selection menus etc, which are common issues with porting many existing games).
If it's all already fully rendered in 3D, with a bit of forethought, then less effort (and so less cost) to make it VR friendly.
There's no real reason why the next CoD/Battlefield type game couldn't be VR ready with only minimal effort, if planned in from the begging. (All mainstream game engines, as used by almost all AAA titles, have VR built in now, and have done for some time).
Doesn't fix the other issues though, although as someone else already mentioned elsewhere in the comments, about 25% of existing Steam users already own a VR capable machine, and about 25% more only need a better GFX card, and for entry level VR, that's about $200. Meaning about 50% or so off the current PC gaming userbase, is either already VR ready, or not too far off.
We just need to content!