The reason why we don't see bigger performance boost in DX11->DX12 ports is that most engine code bases are designed around DX11 (DX9 roots). If you simply implement DX12 behind an existing graphics API wrapper, you will basically end up emulating the DX11 driver. That's not going to bring magical performance boosts. You need to completely rewrite your whole resource management pipeline, including data streaming, loading, memory management, dynamic resources, etc. You need to implement logic to group draws in bundles (and cache them) instead of submitting lots of tiny new draw calls every frame. You need to use ExecuteIndirect when drawing lots of bulk objects with similar state (such as shadow maps). And you need to use bindless resources to reduce draw call counts (bindless makes all resources are available without binding -> resource changes don't need draw call boundaries). None of the current DX12 PC games use bindless resources. The reason is that most engines are so tightly programmed around the old DX9/10/11 binding model. Changing that would require a major rewrite to the engine code base.
The biggest problem is: Major rewrite to support DX12 perfectly (bindless and all) would make the code base incompatible with the old DX9/DX11 binding and resource management model. Dropping DX11 support is not an option for most developers, as Windows 7 is still so widely used. Vulkan (supporting Windows 7) might be the black horse, allowing developers to move faster to these radically new rendering engine designs. As soon as we get fully featured robust HLSL -> SPIR-V compiler (it is bound to happen), there is nothing preventing studios in dropping the legacy DX11 support. That's when we see big changes. IMHO Microsoft made a big mistake when they decided to limit DX12 to Windows 10. Many developers would have already dropped DX11 (in favor of DX12) if DX12 supported Windows 7....
...Gears is using Unreal Engine. Unreal Engine 4 is designed around traditional (DX11) binding model. Quantum Break developers (Remedy) had a full presentation talking about their DX12 porting process. They were not DX12 from the beginning. I don't know details about Forza, but the previous Forza game was released before DX12, and I am pretty sure they didn't rewrite their whole graphics engine between the last two games.
Ashes of Singularity is one of the only true DX12 titles. Nitrous engine was designed for DX12 from the ground up. Their Star Swarm stress test already showed huge performance gains on DX12. And even they have DX11 legacy code path (limiting their options). We have to wait for engines designed around ExecuteIndirect and bindless resources. Console exclusives of course can already use these features, but porting to PC is going to be tricky, unless you can afford to be Windows 10 only.