@ lowlevelsoul : I'm not easily offended and very much welcome the technical discussion. I don't think I can present a better argument than the one given in this article:
please read the comments as well, the author addresses a number of concerns and Wolfgang Engel, the man who invented Deferred Lighting, even shows up.
I did a lot of research on the topic a year ago and switched T3D from Deferred Lighting to Deferred Shading. We saw a slight performance increase (though that wasn't the goal) and a simplified pipeline.
My rendering pipeline in Torque 6 is pretty clean, simple and flexible. If a reason comes up where deferred lighting would be a massive benefit to a particular platform I will gladly implement it as an option. Unity 5 currently supports forward, deferred shading, and deferred lighting. I'm not opposed to making this an option if someone can present a strong argument for it. It should be noted that it's been stated a big reason Unity 5 has deferred lighting still is because no one had time to remove it. They added Deferred Shading on top of it for Unity 5 and left Deferred Lighting in place due to time constraints. That's just about every major engine recently making the switch from Deferred Lighting to Shading
Again, I'm not into jumping on bandwagons but when I see people like Martin Mittring, who was a huge proponent of deferred lighting a few years ago, switching Unreal Engine to Deferred Shading, it really made the decision a lot easier haha.