Sorry, but there's a flaw in your argument. First off, the tweet you refer to already has explanations in the replies - DX11 is high level code, and there's been a hell of a lot of optimisation underneath. DX12 leaves more responsibilities with the developer and other parties have less ability, and have had less time, to optimise for it. Same issue applies to Metal, albeit Apple's MetalKit is a somewhat well optimised high-level variant of Metal. You've gotta remember that DX developers are coming from DX11 and Mac developers are coming from OpenGL, and when it comes to games, DX11 has had a heck of a lot more optimisation work behind it, both from GPU manufacturer, driver developers, and game developers.
I've spoken with Aspyr directly about this, and I'd like to let you guys in on our correspondence. I'll attach photos of the emails