On what evidence is this based?
There are still many multiplatform engines being carried forward from last gen and modified for the new consoles. Many of them with deferred renderers, because that was the best fit to primarily accommodate PS3 architecture. Deferred rendering does not suit the X1's architecture well but seems to pose no problems on PS4.
Just as last gen it took a shift toward deferred rendering for the PS3 to reach it's potential, it will take a similar engine shift for the X1 to reach it's potential. Meanwhile, just as last gen, the console with the more straightforward setup reaches close to it's potential a lot quicker in the hardware cycle.
Forza Horizon shows that forward+ seems to be a very good fit right now, but who knows what is around the corner?
Why would deferred rendering be bad for the X1? The 32MB of esram should be able to hold all the buffers, perhaps not in 1080p, but something like 900p seems like it should work. Shin'en is doing Fast Racing Neo for Wii U using deferred rendering, so I don't see why X1 wouldn't handle it just fine. Seeing as how deferred rendering is a bandwidth hog, should that be a good setup to maximize the esrams bandwidth capabilities? I know the majority of developers are using hybrids with some forward rendering and some deferred, but it just seems like deferred would be a good way to maximize the esram.