I don't know how much Khronos is weeping for OpenGL as they decided to usurp it's entire functionality with Vulkan. As previously mentioned, OpenGL will continue to live on in backwards compatibility for quite awhile. OpenGL will remain the defacto graphics API on Linux and Android for many years to come. The hardware fragmentation on those platforms makes it difficult for developers to jump ship to learn and target Vulkan as their primary rendering path in the near-term future (I'm guessing a 2-3 years). Also another thing to think about is that for teaching high-level 3D, OpenGL and DirectX 11 may be preferable in an educational environment due not needing to teach lower-level functionality.
On the Mac side I think that OpenGL will be dropped much more quickly. Just looking at Steam stats, over 70% of Mac users are running some version of Yosemite which was only released last year. Like iOS adoption rates, it makes it very easy for developers to decide which platforms to target and what technology to support. Obviously, with Metal there is also a hardware driver component which unfortunately leaves a lot of Radeon 5000-6000 cards in the dust, but overall you're probably looking over 60% of the OS X market that will be Metal compatible in 1 year's time. To me, that is an easy decision to make. The remaining users are unlikely to be upgrading to buying new software.
Back on topic... there are no benchmark tools for Metal, so no one has any idea on the exact performance. The only people who do, are likely bound by developer NDAs that prevent them from discussing it. Plus the developers just started re-engineering their games for Metal and may not represent final speeds. I hope that we can get UniEngine or some other well-engineered engine (*cough*) to have a benchmark to the public by the time the public beta rolls around. However, from what I was seeing at the WWDC presentations, in order for Metal to really give us that boost of performance it needs to be put into a CPU-limited environment with multi-threaded command buffers with some hand-wavy engineering to cut down on the number of render submissions to the GPU.
I think the biggest immediate effect of Metal OS X games will not be from performance but in power efficiency. Laptop users will get longer battery times and less heat from their computers as the CPU will be paused waiting on the GPU more. Until game devs start taking advantage of low-overhead APIs on the Windows side and filling that CPU with some gameplay changes (AI, Physics, or more buffer submissions) the most immediate effect will be cooler computers.
Going even further into speculation land, and where Apple wants to take Metal on OS X. I could see Apple doing something really cool and creating one of the first high-speed unified system memory PC. Not the rumored low-end ARM Macs mind you, but a high-end Mac Pro level of computing (at least to start). Currently, Intel-GPU only Macs are basically doing this in a kind of bastardized process. The memory sanctioned by the GPU can not be directly accessed by the CPU (although I wonder if Metal drivers will allow this or if it is a hardware limitation). Copies of the same data must be communicated through the memory controller to communicate between the GPU and CPU. This type of communication is slow. Also, system memory currently is a relatively low bandwidth DDR3 memory (15GB/s) and the Intel GPUs are "meh". However, This might explain Apple's coziness with AMD (as their GPUs are appearing in Macs again). AMD is an early adopter of High-Bandwidth Memory (512 GB/s) and HBM unified memory might make for a compelling pro computer experience for software that can take advantage of it. Imagine a pro computer that used 1 quad-core CPU and 2 GPUs to grind away at the same memory addresses each with 512 GB/s access to the same memory.