Back on-topic, and regarding differences between the two, there are a few areas where (even if you're currently exclusively using vertex buffers and shaders) you may find it difficult.
If you're extensively using D3DX you'll either have to rewrite or find replacement libraries.
If you're using the Effects framework you're strongly advised to switch over to the base API. Effects 11 was distributed (as source only) with the old DirectX SDKs, but it's far from being the most efficient option.
DXGI is hugely different from the old D3D9 way of doing things. You've basically two options here: let DXGI handle everything automatically but at the cost of losing some flexibility (which may be important to you), or disable the automatic handling and have to deal with all of the low-level nitty-gritty of window management yourself. Neither is perfect but that's just the way it is.
States are also very different and you'll be creating state objects up-front rather than issuing Set*State calls as required and based on what you're drawing and how you want to draw it. This needs a lot more advance planning than D3D9 did, especially if you've built up a reasonably flexible renderer where you don't necessarily know everything up-front.
If D3D9 is currently doing everything you need, if you're not currently hitting any of it's limitations, and if you've no compelling reason to use any of the new API features, I'd suggest that you stay with 9 and invest your time and effort into improving your D3D9 renderer. Otherwise you could find yourself this time next year with no progress made aside from a port to a new API.
If you do decide to make the jump then I'd suggest that you begin by staying with 9 initially but rewrite where necessary to tackle the areas where you're going to hit trouble. So remove your usage of D3DX, move away from Effects to the base API in 9 (use D3DCompile for compiling shaders), move away from Set*State calls to StateBlocks, and create StateBlocks that encapsulate the same groups of states that D3D11 state objects do. That way it'll go a lot easier on you when you come to do the port for real.