It is something that people are getting to work in the end but it is a consistently painful disaster.
So basically forward path tracing is not adequate. That doesn't mean it can't be forced to work through huge render farms, hacks, compositor painting and who knows what else.
The state of the art keeps improving but I've never heard any call the switch to forward path tracing a painful disaster, quite the opposite.
Forward raytracing as it currently stands is awful to use at the moment on a large scale for final motioned blurred images that can be sold to a client, but because it is simpler it is still better than alternatives. That is because getting the same results out of (REYES) renderman was something left to a handful of gurus and fanatics.
Now we have a state where renders take 8 hours per frame per character per pass but people still like it better. So be it, but that is still very painful.