I don't see any reason not to go deferred
Forward vs Deferred arguments are silly and useless out of context, because different games are better suited to different pipelines. There is no one-pipeline-to-rule-them-all, and as a side-rant: any engine that lists "deferred shading" on it's feature list is missing the point (an engine should give you the tools to build different pipelines, and a deferred rendering pipe should be in the engine samples/examples, not the core).
There's still many games shipping today that use "traditional forward" rendering, and almost every game is a hybrid, where some calculations are deferred and others aren't.
Choosing where to put calculations in your graphics pipeline is an optimization problem, which means it's unsolvable except in the context of your particular data.
e.g. on my last game, we calculated shadow data in screen-space for some objects (Deferred Shadow Maps), and also used deferred decals, then forward rendered everything, then calculated shadow data in screen-space for some other objects, then applied these 2nd shadow results to the forward-rendered lighting data to get the final lighting buffer.
That's not traditional forward or deferred rendering. Vanilla doesn't work for most games.
Note that Forward+ (aka Clustered Forward, Light Indexed Deferred) is a very new topic and there's a lot of research coming up this year.
The original version (light-indexed deferred) has actually been around for 5 years or so, and is even very easy to implement on DX9! However, DX11 has made these kinds of forward renderers easier and more efficient to implement with less restrictions too, so the idea is making a big comeback