Putting aside both all the social noise and the limited anecdote of the OP, it strikes me as a strange question to ask, fundamentally:
Should _____ and gaming mix?
If you had said, say, Objectivism, prior to 2007, I would have said no, but Bioshock was undeniably made more interesting for it. Ken Levine is a great writer and even still could have cocked it up if he hadn't put a lot of love and care into crafting its place in the world.
I feel its all about execution and context, really. Feminism exists primarily as criticism in relation to games at this point in time, which doesn't make it a popular subject - there's very little feminism in game design, itself. Like any big idea, it would be hard to handle and express, though. Ideally, you'd want the idea there to ask questions, not give answers - to show both the positive and negative sides of how it might play out in a story.
Just spitballing:
- A contemporary game where you are a book smuggler and underground teacher, ducking the Taliban and bringing education to oppressed women in the middle east. Stealth adventure sorta deal, same modern warfare trappings, but focusing on evading the soldiers and fanatics to bring books and healthcare in and people in peril out. If you screw up, it's all your asses. Great central risk / reward mechanic for accumulating and keeping ahead of the heat.
- A historical strategy game; sorta a 4X political game to get women the vote, rights and other issues addressed in a turn based campaign across the USA. Try and gain ground, organize rallies, distribute literature, manage expenses and manage a roster of agents, whose abilities and opinions bring buffs and debuffs, etc.
You know, that kinda thing. Make a meal of the subject with meaningful mechanics, rather than just spouting off about it an an unrelated action adventure vehicle, or whatever. It would be good to try and avoid Margret Atwood style hyperbole, or - worse - censorship in game design, saying "you can't do that / say that".