I'd like to see an actual GAME that could use 100,000 draw calls.
As for your example of 15 turrets and lots of shooting, remember you can use instancing that can use a single draw call for multiple objects of the same type, drastically lowering the amount of draw calls needed.
We have all been playing RTS seeing how they are slowed down. Its not like a factor of 20 is that different. Come on. Show me a GAME that can use 15k? say civ5 - and its not like it would have any trouble using 20 times as much.
And it doesnt even count the game we can not imagine.
Secondly its a programming hell you descripe.
Here it goes on dx to reduce the drawcalls.
Ask the artist to put more elements in the texture
Bind the objects and use a single call to call for multiple objects
Use complex MT programming
And so on.
But what is reality.
You have a certain budget. Getting the last performance out of this half black box of dx is extremely expensive, and you get half the way not matter what you do.
In a budget restrained reality, dx simply dont deliver high performance and here many drawcalls, as is evident from games on the market today.
In a new world where a handfull of engines drives most games, and not 1000 different studios, dx is simply a bad solution. It doesnt make sense not to let people like Johans programmers not take control. They have the specialist competence.
Some keep argumenting like this is 2001 when the situation on the market is clearly different. Dx is improving as it should. Its fine, but the context is simply radically different.
Arguing for DX is like arguing the gaming industry should go back to 2001 structure.