deferred shading is really unhandy when it comes to anti aliasing and lighting transparent objects is not solved in this approach.forward shading is the way to go, I expect in the next generation consoles to go back to it. I use a similar approach on my phone engines, I've a view space aligned 3d grid (texture) that has a 'count' and 'offset' value per voxel, that I use to index into a texture containing the light sources that affect that voxel. the grid creation is done every frame on CPU, I don't have 30k of lights, but I run with antialiasing, I use the same shader for solid and transparent objects, very convenient to use, I can even assign this texture on the vertexshader for lighting particles in a cheap way.
one problem you still have is to apply shadows/projectors, it's solveable by having an atlas and store more data per lightsource (projection matrix, offsets,extends etc), but it makes quite a lot of overhead.
Many have solved transparency with deferred, Epic and Avalanche among them. Anti Aliasing is also doable. Multiple BRDF's are handled straightforward in deferred. You also have direct access to all those buffers should you need anything, and don't have to worry about processing and pixels you can't see it. And most modern hardware, including the 4th Gen Ipad and Tegra 4 from what I've heard, have enough bandwidth and memory to get some sort of deferred done, though if you're doing thousand and thousands of lights mobile probably isn't your target platform anyway.
I'd rather make sure there's not any unnecessary shading going on. Of course you can't do 8xMSAA with deferred, at least not cheaply, but you can do something like SMAA, which looks just as good and is cheaper in any case. I suppose it's all based on what you'd like to be doing. If you've got the time for it, and are on the right platform (new consoles, high end pc stuff) then I don't see any reason not to go deferred. If you don't have the time to solve all those problems, or somethings I'm probably not even thinking of, then forward might be your solution. But calling out all the old problems with deferred isn't relevant, as they've been solved for most part.