I actually think 3rd person might be the "weapon of choice" for a while, until techniques are discovered to stop character "sway". It'll feel out-of-body, but you've just got to hope that they like the 3D'ness of it more than the lack of immersion. For action style games anyway. Narrative/Adventure games will be first-person straight away. Action's hard if you want cool movement options.
For first person action: Having a visual indicator (a little flashing/solid icon with a directional arrow for non-invoked camera movement/character movement) for at least a moment during these things can reduce orientation problems/nausea. It takes about twenty mins to get used to, but once your brain sees "I dodge rolled and 180'd and that's why I'm here and facing the opposite way" a few times, gets used to it, and learns that that screen icon "means" that, it's a lot easier on the player. Your brain can spacially plot the movement and disregard/understand the visual input, because you pressed that button, was expecting it, and got the glowing/pulsing icon onscreen to say "that's what happened".
It might slow down the movement system/input response, but it's kind of necessary to help with disorientation. "Swoosh", jumping sounds, etc work alongside it. Synaptic feedback response using several senses, to overburn neural pathways to overcome nausea, in a sense. Your eyes and brain can learn to ignore a really crappy camera angle, if it's got enough reasons to, and learns that a sound and an icon means "stuff happened, ignore it, you dodge-rolled". It also helps to show techniques like that (dodge rolls, wall runs, etc) in 3rd person in a tutorial segment. It lets the player "see" what that does, lets them do it in 3rd person a fair few times, then let them do it in first person. Let them switch between the two during the tutorial for that "move". Monkey-see, monkey-do. It's how we learn heaps of physical stuff, and gives us an outside reference that the "button push/icon thingy/crappy camera angle" does that thing.
There's been thoughts that "heavy motion blur/down resolutioning" might help for motion heavy segments, but I've found it quite the opposite. It not only leaves you disorientated, but changes your immersion quality, and gets you shitty at the game-engine for taking cheap shortcuts. A little bit of motion-blur is fine to simulate "you're moving fast", but don't go overboard with it. It looks tacky as shit, and annoys me for no good reason.
Like I said, there's lots of techniques to learn in VR. Not just storytelling, but with player feedback as well.
I actually think gamepads may also be the controller of choice for VR, due to "easier" inputs and rumble-pack by standard. The more "sense feedback" you can give the player, the easier you have it in adapting a set of stereo-goggles with angle/motion sensors into being awesome for your game. Finally KB/Mouse might not be the king of input (or you might end up with a rumble-pack mouse, or just buy a gamepad for VR stuff). We'll see.