It isn't which is the point I was making. It's actually very easy to code for, but a little harder to completely optimize (considering its the platform with the most divergent architecture and the most custom logic, and actually incorporates bold new hardware direction) whereas you'll see more out of the other platforms earlier on but it will more than likely stagnate, because more RAM can only take you to a point where you have a beautifully detailed slideshow presentation, it doesn't actually help performance at all. The GPU performance difference for what we know of the Wii U GPU logic and the PS4's advertised specification aren't spread enough to make a big difference performance wise, especially considering they can both technically do all of the same things, however Nintendo has added custom logic to make certain things more efficient (we can speculate about what it is, but I think this makes sense as is).
i.e., too many devs are obsessed with doing only brute force methods, which there's a limit to how much you can do with that. Like with the Wii architects realizing that consoles were going to start seeing diminishing returns in graphical quality boosts, they realized that simply through ever increasing amounts of RAM at the thing is not going to help performance further down the line. Best gt used to it NOW rather than later.