I started to worry about this after learning about the large variation in human eyesight that is apparent just by reading all of the various articles about it on Wikipedia.
If we took an abstract approach of providing settings in a centralized way to all Oculus applications we run into the problem of the settings not being all inclusive (some people will have conditions that cannot be corrected for by what the settings allow) and of different applications not fully implementing all of the possible settings (lack of man power and testing).
If we take a less abstract and decentralized approach of requesting that all applications make their parameters and shaders open so they can be modified then we have a kind of Tower of Babel, but it should be possible for any kind of correction to be applied as long as it is supported by an engine.
Another solution is to provide an standard SDK that everybody uses so that all of the testing can be centralized, but there is always a serious problem of Not Invented Here syndrome.
I like the idea that all Oculus applications should let their shading pipeline be overridden in some standard way. This would let even a person with a completely unique problem have a customized configuration written for them and it would work across all applications. I could imagine a person making money by consulting with people that had visual problems and creating customized solutions for them.
I'm just brainstorming. Maybe there is something more obvious I'm missing.