Unlike other coders I'm very glad with the new openGL specification, because I hate strong object-oriented design in a low level API. Until now I design my 3d engines using this design paradigm but with the use in some games I learned that the most useful code was the oldest openGL design that avoids classes and pointers (at least at the highest level). With this in mind I built a lite 3d framework that uses index instead pointers ala openGL.
I'm sure that people that has been used the two APIs can remember entire openGL sintax because it uses the same subset for all commands.
I believe that Khronos group follows a smart movement by avoiding API re-design every 2 years like directX does when new GPU features arrives.