Apologies for resurrecting the thread; I just spotted it and had something to contribute. In the interests of getting this thread slightly back on track, here are my own experiences. My flatmate is a female gamer in her 20s, and she has a very similar gaming philosophy to mine - which is to say, the tougher the game, the better. On the rare non-roguelike that allows permadeath, she puts it on a fair percentage of the time. When I started developing my game, she'd never really heard of roguelikes except in passing when I mentioned them, but as I discuss a lot of my game development with her, and she's become very interested in the genre.
Based on my experience, I'd therefore propose it is an awareness/visibility issue, not a willingness/interest issue. Roguelikes are closely tied to a lot of communities that have small female populations, and the same problems arise. Disparities in maths/"logic" groups are not anything innate; there's a vast host of historical and sociological reasons behind those demographic biases. Anyway, based upon the female gamers I know in person (flatmate and one other), 100% are interested in roguelikes. Whilst this is obviously a meaninglessly small sample-size, I don't think the "more men play roguelikes" problem is any different, ultimately, to the "more men play non-casual games" issue. No intelligent female gamer interested in a real challenge is going to be put off any more than an intelligent male gamer with the equivalent mindset.
ANYWAY, after this ramble - I think it's nothing more than an extension of the existing gender gaps in gaming. Maybe an extreme example and quantitatively different, but not qualitatively different. As for doing something about it... I'll get back to you on that.