This really isn't the case. Until you really understand the commonality of the problem, attempting to abstractly define the solution will make your future work all the more difficult when it turns out you didn't really understand all the edge cases and exceptions.
Three use cases are a good number -- by that time you're much more likely to understand the problem, and by avoiding premature abstraction, you'll have an easier time doing the work.
Abstract classes on the other hand are very useful but most Java programmers think... "well what if in the future I need...".
If Java just had traits/mixins, closures, literals, and some syntax brevity it would be a pretty damn descent language... oh wait that's Scala.
You should check out Gosu[1], which is a language that does exactly what you say without adding complexity or being as different from Java as Scala.
[1]: http://gosu-lang.org
Also you don't have to name property accessors getX() and setX() if you don't want to.
I can understand that you don't like candidates not going into detail but I have worked on projects where using interfaces, even if there is not more than one implementation is still best practice as otherwise you are just hard-coupling your dependencies.
which changes the contract from "this component will accept and work with anything implementing this interface" to "this component will accept and work with anything of this class or inheriting from this class". And without multiple inheritance ... Do you feel the difference?
Coding to an interface is a good thing - but it's the concept "interface", not necessarily the language feature named "Interface" that's important. If/when you have multiple concrete objects which share the same interface, it's trivial there to switch references from the concrete type to that of the Interface (you were coding to a conceptual interface representing a consistent abstraction of a single responsibility in the beginning so your Interface is interchangeable, correct?)
I think that all Java IDEs make it trivial to introduce an interface when it is required, so unless you are producing an API for consumption by a third party you should only introduce an interface when you have multiple implementations, or a third party can legitimately produce their own implementation, and not because you think you may have multiple implementations at sometime in the future.
Also if you have a single implementation naming it InterfaceImpl is just lazy, you almost always have more information that you can use to name it, it might be a InterfaceUsingJdbc or an InterfaceFileBased for example.
you're a lucky person that it has been trivial for you, your teammates and all the known and unknown clients of your code and components. I can only envy your experience.
However, as you point out, if you are presenting a Java API to your known and unknown clients you had better think carefully about which abstractions you are going to expose and interfaces are probably going to be very helpful.
The first time you write it, just make it work. It works or it doesn't work. Chances are, yes, there's only going to be one of it. So making it "as right as you can" I assume means "it works". "Its reusable" however, is not necessary.
As soon as a "ball of mud" is being created, that is your moment to refactor. If you aren't doing that, then that is your choice. It is not possible to argue that taking an action which causes "development pace to slow way down" is a situation where refactoring would cause a deadline to be missed. Not refactoring will cause the deadline, and many more, to be missed.
I'm in agreement with OP and nupark on the rule of 3.
Like recommendations against premature optimization, it's just a good rule of thumb.
Oh, and by the way: death to injection frameworks. I want my java code to be readable, tangible java code.
My preference has always been have a constructor which takes in the interfaces required. Its very explicit, makes testing a breeze and with no magic is much easier to read.
The less magic the better.
When you have a strong idea about the direction of the project then you start creating less branches that lead no where.
e.g.: Integration with Twitter. If you don't mocked Twitter client API, you won't be able to write unit-test (or someone will make a lot of excuses of how hard to write unit-tests).
You can work-around DI with having a factory/template method that you'd override or whatnot but that situation won't work 100% in all situations. You may end up writing more code.
YMMV. Use it when you absolutely need it.
Never try to abstract something until I'm on my third implementation of something like it. The first time I lack context for what is likely to change. The second time you have to watch out for second system effect, adding all of the things you wanted in the first version. But the third time you tend to have the experience and knowledge to do it right.
This is a rule of thumb that should be drilled into the heads of anyone who is even thinking of drinking the patterns kool-aid.