As a (non-mobile) game developer I'm quite jealous of Unity's push towards targeting *all the platforms*. So, I'd love to be able to compile AIR apps for the current game consoles. Unity is great for 3D games but I still prefer AIR for 2D games (I also dislike the strict Entity/Component model Unity forces on developers).
Developing and maintaining a new runtime target is no small thing, but it's never been easier to do so.
Both Xbox One and PS4 are basically PCs, with standard x64 processors that run Win32-esque software. And the new Nintendo Switch is basically an Android tablet, with its NVIDIA ARM-based processor. It shouldn't be *too* difficult to create and support AIR captive runtimes for those platforms.
Of course, even if it wasn't *difficult*, it would certainly still be a lot of work and take a lot of time, so maybe it's a big ask, but with the ability to self-publish on PlayStation Store (now) and the Nintendo eShop (in 2018-19), there would absolutely be a lot of interest for developers using AIR.
Self-publishing on Xbox One is a trickier story. Were a runtime available, an AIR game could be published thought normal channels or self-published though ID@Xbox, but that is a more curated process than publishing on PlayStation or the Google Play. At GDC this year, Microsoft announced its "Creator's Program" for unrestricted self-publishing on Xbox, but it is limited to UWP apps (and Adobe has shown a reluctance to creating a UWP target for AIR).
Developer interest is there, for sure. The problem is probably that there is no market force encouraging Adobe here. The Flash/AIR team is doing great work with every release (thank god Adobe is enormously profitable and can support them as much as they do), but it's SDK licensing or the IDE itself that pays the bills for other middleware providers, and Adobe abandoned those markets years ago.
I still have hope, however! 🙂