We are looking into it. It isn't a job of the moment, though. It will take some time. But, if all goes well, we'll be much better off for it.
Keeping my fingers crossed this will happen.
Worth noting, the original DeusEx from 2000 was based on the Unreal 1 engine. There have been a host of aftermarket DX9 and DX10 renderers for that engine
one of which I recently used when replaying Deus Ex.
It would seem to me that if the game community can write a DX10 renderer for the Unreal 1 engine, it might not be as difficult as it first seems to write a DX11 renderer for the Unreal 3 engine. In fact,
according to the Wikipedia page for the Unreal 3 engine, this already exists. If that is the case, it's probably just a matter of changing scripts to reference the DX11 DLL instead of the DX9 DLL, and then doing some bug testing just to make sure it doesn't break anything.
Actually, since this is an official release and not an at home hack, you'd probably need to rewrite the graphics options menu as well to detect which DX versions are available, and give users the option to chose which one they want, so there is a little more work to it...
Then, you might also opt to add more DX11 only effects (like tesselation, and advanced DOF) not available in DX9. This would take more time to do, and test out.
As someone who is not in the industry, I may be oversimplifying things, but this comes more out of anticipation than anything else. As I understand the Valve QA process for steam distribution can slow updates and patches down a good bit as well.
From a pure CPU utilization perspective - however - it would be awesome to test out DX11 even without graphical improvements, as for those of us not on an overclocked Sandy Bridge 2500K or 2600K, this ought to have some real performance benefits.
It won't be perfect, as the Unreal 3 engine in and of itself is not very well multithreaded - as I understand - but at least the draw calls will be distributed over multiple threads, leaving the main game thread more space to breathe on one core.
It's too bad there isn't any relatively low cost silver bullet to reduce server side load so we can see lag free 64 player servers with currently available server hardware, as even the new top end Sandy bridge based XEON's are marginal for 64 players due to rendering mostly being in one heavy thread, and most people running servers don't have these. DX11 won't do anything for the server side of the equation, as all it does to reduce CPU use is distribute draw calls to multiple threads, and the server doesn't issue draw calls