Sorry but I totally disagree with that in the case of DX11 vs DX12Most drivers are never going to reach the status of perfection so by keeping driver design more simple you'll have less bugs or less than ideal behaviour going on with API implementations. Even though outdated drivers won't ever get new features/functionality or bug fixes, at least most of the existing functionality that's already been implemented can be expected to work. On Android where many devices are shipped with outdated drivers and are not fortunate enough to receive updates despite Google introducing a mechanism, new APIs like Vulkan will become a massive deal to them to the foreseeable future. If Google's plan of introducing driver updates for Android devices ultimately fails then the only real backup plan left is to stake out the hope that as a vendor's Vulkan implementation matures, there'll eventually come a point where outdated drivers will become stable and it won't be as bad for developers to target outdated Vulkan drivers compared to the past APIs ...
DX12 has been the most horrendous API launch ever, with vast majority of titles performing worst on DX12 than DX11. This happens when you transfer part of the 3D pipeline to the hands of developers cursed by unrealistic deadlines, multi GB day-one patches and barely beta public state when games hit the shelves, instead of the experienced IHV gurus knowing everything about their hardware and improving their driver time over time for all titles. Even today, 6 years later (sic!), most DX12 titles are still a stutter fest at launch with so many bugs that any fix is a multi page novel. Close to metal APIs are a nightmare