As others have said, order independent transparency is a vey big deal and should increase performance.. Most modern game engines employ differed rendering which is much more efficient than forward rendering since only screen pixels end up being processed in pixel shades as opposed to all the hidden fragments. The problem is differed rendering makes it impossible to do transparency so to do that an additional processing pass is required that renders the transparent surfaces on top of the opaque background. OIT will allow developers to send transparent surfaces to the GPU out of order and have the GPU render the transparency in the correct order within a single pass.
The main thing that I would look out for going forwards is vram. with DX12 games wont be limited by the number of draw calls, therefore the number of unique objects rendered on the screen can increase dramatically. At the movement the DX11 API is very inefficient so only a certain number of render instructions can be sent form the CPU to the GPU, and therefore there can only be a few thousand objects at most, form mountains, plants, trees, buildings, cards, sign posts, planes, people, animals, everything. TTo make things like a convincing forest it isn't possible to have that number of unique trees therefore developers use a technique called instancing so the same draw call can end up essentially copying the same object in multiple locations. With DX12 hundreds of unique different tree types could be rendered, along with hundred of different types of grass blades, plants, flowers etc.
This of course means instead of 1 or 2 models getting duplicated hundreds of times there are now hundred of different models with unique assets like texture maps, normal maps, geometry. This will push vram usage up dramaticly.
The other driving force will be high res textures for 4K use, we already see this in some games where 4GB cram is surpassed and causes stuttering on cards with insufficient vram.