I've seen internal shots of the Xbox One Elite pad, and it looks like their analog sticks still use conventional potentiometers instead of the contactless Hall sensors Sony used for the majority of the DualShock 3's production run (or, for that matter, what Sega used on the Saturn and Dreamcast pads).
Not what I expect on a $100+ gamepad, but given that even the DualShock 4 reverted to potentiometers and the Xbox One uses Hall effect triggers like the Saturn and Dreamcast, it may simply be a matter of being unable to source parts from a supplier in any significant quantity.
I do have a standard Xbox One pad that came with my Oculus Rift, though, and it's a nice piece of kit. It displaced the Xbox 360 wireless pad I was using pretty much instantly because the D-Pad was actually pretty good this time, the analog sticks are noticeably less sloppy around center (but still not as tight as a DualShock 3's), and it's overall just much more ergonomic. Oh, and since it's second-revision with the headset jack (but no Bluetooth), the LB/RB bumpers aren't awkward to engage. All in all, an ideal gamepad for XInput games.
That said, one gamepad does NOT fit all, and there are several reasons for me to bring up alternative pads.
-2D games are still best played on a Neo-Geo CD pad, if the mini-stick's microswitches are still clicky and responsive. There's also PS2 and PS3 variations that change it to a 6-face-button layout and add shoulder buttons, making it a serious contender for the rounded/Japanese-style Sega Saturn pad for "best 2D gamepad of all time", but those are rather obscure and expensive when you do find them for sale.
Also continuing along those lines, sometimes you just want six face buttons, not four. Most fighting games are asking for it (barring the ones that use four buttons or less), and Radiant Silvergun would just feel wrong on a 4-face-button pad regardless of that XBLA port.
-If you have any interest in PCSX2 or GTA III/VC/SA, the DualShock 3's analog buttons make it by far the best choice. The PC versions of the GTA games have an input plugin for harnessing the DS3 natively (yes, with the SCP drivers, no MotioninJoy needed) that makes them handle just like the PS2 versions, analog gas/brake, rudder, cheat codes and all, and several PS2 games that you can play in PCSX2 (most notably the Ace Combat titles and MGS2/3) also make extensive use of analog buttons for fine control.
Funnily enough, the original Xbox's face buttons were analog, but I think only MGS2 and the GTA ports used that particular bit of functionality.
-Older DirectInput API games may leave you wanting for an option that lets you remap the analog triggers as split axes (ideal for racing games) or emulated buttons (for games that don't let you map certain actions to an axis), as well as swapping inputs around (for example, making the right stick X and Y so you can use it for arm movements in Die By The Sword VSIM mode). The XBCD drivers for original Xbox pads are the only decent option here, and MotioninJoy could've been up there for DS3 pads if the interface wasn't a completely ass-backwards security hole.