PS4 dev kits cost $2500, and Sony can (and certainly does!) sometimes say "no, you're game isn't going up, sorry". Often, that decision happens after you've gone and ported it.
XBox One dev kits are very hard to come by, as each developer must apply for their indie program ("ID@XBox"). The cost is not public (supposed to be "free", but who knows). Retail XB1's will supposedly be able to function as dev kits in the future, but not yet, and nobody knows for sure when. MS sometimes rejects a game after porting is done.
Those are just to get your foot in the door. Beyond that is the technical side, which is making the software work on each console's rig, and that's a lot of hard work by people smarter than me. I don't know who else would be working on engine-level porting on the team, so that would mean many months of work and hundreds of pots of coffee on my side. IQ programmers Klytos & Chucklas are likely smarter than me, so maybe they could help, but more likely their skills are best used for the next game, or the game after that, or the game after that...
It's pretty exciting and worth consideration, but kind of feels like an impossible mountain to climb.
In short, we'd love to be in those markets, even though it could cost the team thousands of dollars, months of hard work taken from future projects, and possibly my sanity. Then, at the end of all that, Sony/MS could well find something objectionable in the game (pissing on corpses?) and give us the finger anyway
BTW, the offer you're making? That's called "publishing", and the games industry is badly in need of really cool micro-publishers for indie games, BTW. I sincerely hope you see a windfall of cash and bravely go into that business...