O? It was my understanding the developers needed to support the technologies within their game code? That requires development time. Time is money and delays release of the product. If I were coding the game I'd pick the options that would benefit the most users, hence why FSR is likely going to win out. Not only does it reach a broader audience but developers have access to the base code to make improvements that'll benefit their games.
As far as development effort goes, I doubt it would take much to support both. Both FSR and DLSS are ultimately doing the same thing, upscaling content from a lower resolution to a higher one, and both would likely be inserted at the same place in the rendering process. So implementation likely involves selecting which routine to send the completed image to (along with motion and depth buffers in the case of DLSS), and then getting back an upscaled image that the UI and certain effects can be applied over. There may be some additional testing and tweaking involved to make sure things appear optimal, and of course adding the relevant options to the settings menu, but it sounds like the process of implementing either solution should be relatively easy, and something that likely wouldn't take long for a single developer to implement. Games that include DLSS alongside another TAA upscaling solution are effectively already doing this.
It's not like raytraced lighting effects, where a team of developers are going to need to spend weeks going through and completely redoing the lighting and testing it thoroughly for both raytraced and traditional lighting solutions. Supporting two upscaling routines should take very little effort by comparison.
This doesn't change much of the previous article to me: it's really good for a first try, but still needs a bit more to be a 1:1 DLSS2.0 competitor.
Supposedly AMD still has more planned for FSR. If I had to guess, an "FSR 2.0" would probably utilize motion and depth data to achieve even better results, much like what Epic is doing for Unreal Engine 5. The launch of FSR did come earlier than AMD seemed to be indicating not long ago, so it's probable that they just released this version to have something for developers to integrate, as more advanced features may not be ready for a number of months.