I want to preface my post with the following:

1. I play every game I buy on the highest difficulty. I have the most fun when I'm being challenged.
2. In my long history of playing MMOs, I've always raided at the highest levels.

I want those two points clearly understood before I write the rest of my post. Just so there can be no juvenile rebuttals of "lol casual."

High difficulty content is played by such a small amount of the player base, that developers are starting to re-think the time investment and cost of such content. Even World of WarCraft isn't immune from this. If you go back to the Cataclysm expansion, Looking for Raid (LFR) — which is queueable, beyond easy mode meant for mass audience appeal — came into the game because it was that or raiding was going to go away. Not my words, either, but the developers themselves. Blizzard could only justify the time and resources for raid development if raid participation increased dramatically. The same thing applies here for Ultimates. The Ultimate fights are fantastic pieces of content for players like me who love a challenge. The problem is, such a small number of players experience it, and I think the "cut Ultimates" and the non-commital to them in the future, is looking at this content and them saying, "We probably see those development resources better applied in different content."

So to be clear: as a player who loves hard content, and who loves challenging raiding, we're likely going to see Ultimates weened off because they aren't experienced by enough of the player base.