Yeah, for sure. When I was using DDS it was with a custom DirectX11 engine I was writing. I did go with it, only because it worked best with the Microsoft APIs and I needed it for efficient cubemapping. But the tools were poor. I think there was a Photoshop Plug-In, but it hadn't been updated, or didn't work with the latest version of PS at the time, or something, can't recall exactly. I think there was a Microsoft tool I used.
When I switched to Vulkan, I was on Linux and kind of trying to get away from Microsoft, so I attempted with KTX, which is like the OpenGL version of DDS. It's actually a decent format, but the tools were not great. I think I had to use a command-line convertor or there was some random third party app. But I decided it was too much effort, so I just switched to using standard formats like JPG and did the mipmapping/cubemapping in code. So not the end of the world, but I would prefer if there was just standard support in apps like Photoshop, GIMP, etc. without using strange tools.
In any case, I think JPEG XL is the future. I know Godot supports WebP already, and they are quite similar in performance and file size, but I think JPEG XL has a lot of potential. Aside from the quality and file size (which is as good as WebP and far better than JPG/PNG) it also has transparency, high quality animation, and really high levels of depth, HDR, multiple layers, etc. You should read this blog post to see why it's probably the last image format we will ever need in our lifetime (disregarding stuff like holography or lightfields, I mean as a 2D image).
https://cloudinary.com/blog/how_jpeg_xl_compares_to_other_image_codecs
Just to show you one data point, a single image in JXL can be up to 1,073,741,823 x 1,073,741,824 with 4,100 24-bit channels. You could literally store an entire AAA PS5 game in 1 image. Granted, that's not a great idea for a lot of reasons, but you could.