VR games require physical motion. Since our game is heavily dependent on physical motion we need to design some of our features to be more inclusive.
For features requiring one hand, we should implement them in a way that do not enforce the right or left hand.
Ideally Switching handedness should be seamless, could be using a menu setting (less desirable)
Since some people could be weelchair bound, or unable to stand, Menus should be able to lower themselves to accomodate for this. Similar with other static elements of the interfaces. For example the field scroll
I think we can use the “Lazy” approach detailed below:

Some people might have less than two arms. Providing some adaptive tools for them to be able to play with one arm. Examples:
People that don’t have full range of motion could have difficulty casting the spells. I recommend for the damage output to be tied to a dice roll as a replacement.
As a togglable option that disables holding for people with trouble holding buttons.
While conveying elements with color is the easiest and quickest, some people could have trouble differentiating them. For this reason we should enhance them with textures, or enable a color blind mode.