To me it feels like this problem runs deeper than the size of the various buffers, it's more likely the result of renderers not built around the nextgen systems and techniques. Neither WD nor (in particular) TF looks like they're "proper" nextgen engines with linear lighting and physics based shading, they're more likely some forward+ based approaches. So maybe the problem is submitting geometry twice, or some other inherent inefficiency that can't be helped without some major architectural reworking and possibly asset modifications too.
Yes, the Order on the other hand works pretty nicely without going deferred; but its scope is much more limited and the framerate isn't 60fps either.
"The Disrupt engine uses an aggressively multithreaded renderer, running on fully deferred physically based rendering pipeline with some technological twists to allow for more advanced effects."
That's a quote from this interview http://www.dsogaming.com/interviews...-global-illumination-city-size-modding-scene/