A very large part of me is annoyed that Apple didn't open source Metal before Vulkan was released. OpenGL definitely was annoying to work with, but Vulkan is impossible for the average user to do anything with; drawing a spinning cube takes several hundred lines of code, which I've written and I still don't really understand! I realize that Vulkan isn't meant for a "humans" to write, it's basically meant to be a targ…
Please don't misinterpret this as gate keeping, but Vulkan is designed by and for professionals (not hobbyists). It is certainly not a rapid prototyping tool. Vulkan and OpenGL aren't comparable because Vulkan isn't merely a graphics API, but rather it's a low-level GPU API. For example you can use Vulkan in place of CUDA for running highly parallelized computations on the GPU (no graphics implied).
As I said, the thing that bothers me is when people act like Vulkan is a replacement for OpenGL (presumably because they've never actually written either and they just saw some YouTube demos), and it really isn't, or at least that's an incomplete picture. It's a replacement for OpenGL in the same way writing JVM bytecode directly is a replacement for Java; they fundamentally do the same or similar things, but one is sort of categorically different in its goal.
I do wish that there was a more consumer-friendly API announced in addition to Vulkan though; I'm fine with replacing OpenGL with something newer and better-fitting for newer cards, but that's not what we got. That's why I was trying to say that I was annoyed that Apple didn't open source Metal, because I feel like it really could have taken that role.
Also, while I'm aware that Vulkan doesn't inherently imply "graphics", I would also like to point out that CUDA and rocM are also considerably easier to write than the Vulkan equivalents, at least in the little examples I played with, though I will acknowledge that I felt Vulkan was better than OpenCL.