So they get one year to bring the games catalog on PS4 up to where the PS3 version of PS+ arrived in two years, after the system had been on the market building a library sans-PS+ for four years before that. But hey, you waited the first year so I guess that means you're the patient one and not the standard "internet people complain about everything" guy right?
Wrong.
And again, try to understand the actual point of what I'm saying. The gap between a game's release and the game hitting PS+ is only one small factor in the equation, and entirely dependent on various other factors. Late in the PS3 generation it became relatively easy to pick up even ~1-2 year old releases for PS+ because the market was saturated in every sense. Any interested parties owned a PS3 or X360. Any interested parties bought your game within the first quarter of release or else it was generally lost under successive waves of additional releases. That is how late generation software sales work. The industry hits it's stride and starts publishing higher quantities of games in each of the respective quarters and only the biggest, most noteworthy IPs can see any kind of sales carry into the second quarter from release, let alone a full year later. Early in a generation that is not the case and games, especially games with DLC loaded GOTY editions, see continued sales for multiple quarters following release.
Publishers have an all time low incentive level to put games on PS+ now. As a result Sony has far less leverage to bargain with. Instead of blowing their wad on one big AAA game and having to go cheap for months afterwards they hit the digital only scene hard and deliver there. The only "trend" here is Sony's PS+ team trying to maximize game quality within their fixed limits.
Yes, less calendar congestion. For starters Tomb Raider was sent to die because it was exclusive to a distant second platform when the majority of it's historical audience are either on Playstation or PC. Second, just because the holiday season is loaded doesn't mean all the other quarters are. A game like Tomb Raider can have shit sales at release early in the generation and Square Enix can try to make it up in the relatively empty next few months for Xbox One releases. By the back half of a generation however 3rd parties are filling all four quarters of the release calendar and if a game doesn't hit at release it's unlikely to ever do so.
And this is why we 're seeing all of these $10-$15 sales. Publishers are squeezing every last retail/direct sale penny they can out of the market before going to things like PS+ or Humble Bundle. Likely because 2016 is stacked from Q1 to Q4 on the PS4 and PC. The warming up period of this generation is coming to a close in 2016 so there has been a mad dash to sell as many units as possible now prior to early generation titles falling into retail bargain bins and (you guessed it) monthly PS+ offerings.
A follow up is only one factor in helping a game make it to PS+. The typical reason is that it is the last avenue for profits the publisher is left with. This was the case with Binary Domain, DmC, etc.. Their retail sales potential was exhausted so Capcom took some PS+ money for each to pad their profit margins. Currently they're better served slow playing PS4 releases knowing they have years of PSN and Steam sales to chip away various layers of interested consumers before giving up and going PS+. Late in the generation when the "store" is about to "close" they respond differently.
I like how the counter to the reality of software publishing within fixed generations is so easily hand waved in favor of "nope, all of Sony's various regional PS+ coordinators are both lazy and greedy!"