The first question is one of demographics - what types of players are out there?
The number 70% is being thrown out there for percentage of online gamers that are women. This does have a basis in reality, a few years ago there was a published article "online gaming attracts more women than men" which in 2006 said "Of the active gamers, 56% play games online, and 64% of those online players are women, according to the study."
This needs to be taken into context with the following quote from the article:
While women are dominant among online
gamers, men still outnumber women in
the overall video game space by more
than 2-to-1 (70%-30%). Older females
make up the largest percentage of
casual gamers, usually playing online
card and puzzle games. Thanks to
casual games and the emergence of
massively multiplayer online games,
64% of active gamers play on a PC.
About 24% of active gamers engage in
gaming on their mobile devices
It appears the majority of the female gamers are in this "older female" set that are more casual. This fits with what I have personally seen.
Eve is anything but a casual game. It can be played casually, but at its heart it is cutthroat in space and the market. Not a click fest, but not something you can sit back and relax with.
There are other mmo games that are much more appealing to the casual demographic. One that I can think of that does grab a reasonable percentage is a puzzle oriented world (even foraging for stuff has an interactive puzzle), and has the ability to dress up one's avatar (aside: I wonder how Incarnia will change this?).
Things such as the science fiction theme (go to a sci-fi confrence and see what percentage women are there), the higher end system requirements (eve requires more of geek speced system), grinding (be it mining or missions), and things blowing up aren't exactly the things the population of female gamers wants to play.
Yes, the demographics are balancing in the sci-fi world too. A poll in the UK found that it was split even. However, again look at the considerations in the article that point out that this follows a shift in sci-fi programing away from robots and machines (think the eve world) to character based stories (with a leather clad male lead). Compare the current seasons of Dr. Who, Battlestar Galactica and the Stargate franchise to the Tom Baker years of Dr. Who, Battlestar Galactica (the original series), and Star Wars (the original trilogy). You really do see a move from star ships shooting each other to the more social aspects of speculative fiction -- not exactly what EVE offers. Eve is currently a sandbox where people who want to go pew pew with lasers and big ships go to play.
If one was to try to encourage the gamer described in this article, I would absolutely have incarina be a high priority. Furthermore, somehow make the non-combat parts of the game (mining, science and industry, trading) more engaging.
Honestly I seriously doubt those demographics unless you count Farmville as online gaming. 62% of online gamers are female? Then what are they all playing?