Nanite style rendering still seems fairly green. That could take off and they decide to re-implement the software rasterization in hardware.
EDIT: The _other_ huge issue with Nanite is overdraw with thin/aggregate geo that 2pass occlusion culling fails to handle well. That's why trees and such perform poorly in Nanite (compared to how good Nanite is for solid opaque geo). There's exciting recent research in this area though! https://mangosister.github.io/scene_agn_site.