Deferred rendering is on the way out, in my opinion. With the advent of clustered forward rendering, we can get many, many lights without having to do multiple passes, cram everything in the gbuffer, use a single shading model for the whole scene, and be limited to screen-space anti-aliasing like FXAA and TSAA.
Please note there is s difference between deferred rendering and deferred shading. The latter is here to stay and all major game engines have made it their main technique. (vr excluded)