Nothing really surprising here.
Of course PC hardware revenue is going to surpass consoles as long as the two are even remotely close in number of consumers. Even a mid-tier PC is going to run around the same price as a console or more. But the 'mainstream' market is only about one third of PC gamers. The rest of the market is spending $1000+ on their rigs, when you include monitors and peripherals. So that's really just common sense when you consider all the variables.
But publishers still don't target PC for the most part. Why is that? Well, first is that it's much harder to target and market to PC gamers. When 'enthusiasts' and the like are almost 60% of the consumer base, they demand higher quality products and lower price points. A PC game can't be 'just as good' as its console counterpart, it must be better. Yet, the vast majority of PC sales don't come from the first few months when the game is $50-$60. (Or as low as $35-$40 at discount digital stores) They come over the entire lifetime of the product when it's selling for $20, $10, and $5. So even if a game sells as much or more on PC, the publisher actually makes significantly less revenue and profit from PC sales. The math is pretty simple. What's better, selling 3m units at an average consumer price of $45 or selling 6m units at an average consumer price of $15? Don't bother answering that, because it's not common for a PC game to sell double it's total console numbers, even over the entire lifetime of the product. Your typical AAA game sees somewhere between 50%-20% of their total sales from PC, even after a few years of $10-$5 sales.
Plus, PC gamers are spread out everywhere. The largest PC market is actually Asia, whereas the biggest console market is NA/EU. And what works for everything from marketing, to business models, to design standards in Asia doesn't necessarily work in US or Europe.
And, there is near-unlimited competition. If I release a game on PS4, I'm competing against other PS4 games - which is, comparatively, an extremely limited number of titles (even if you were to consider I'm also competing against, say, Xbox One games as well, it's still a relatively short list). If I release on PC, I'm competing against nearly every PC game ever made, many of which are $5 or less. I'm competing against League of Legends and World of Warcraft, as well as nearly every AAA port, as well as hundreds of thousands of indies, as well as free to play games, as well as games from 3, 5, even 10 years ago. The market is not only spread out geographically, but also across every genre, style and type of game. Consoles are a much more focused and cultivated market.
Then there's also compatibility and testing. With a console, you are targeting a known specification. On PC, who knows what the hell kind of a Frankenstein configuration the user has.
And until all that changes, or becomes easier for a publisher to swallow, PC ports are going to remain a secondary concern for most major AAA publishers.