Well I'm not a content developer so it's not like I'd need a Quadro, and I use a PC with a GTX470 for gaming not that there are any OpenGL 3.0 games, but it's been pointed out that some 3D development tools are starting to move over to OpenGL 3.0. MARI by The Foundry was pointed out by Ars Technica as requiring at least OpenGL 3.0 and as such only works with Windows and Linux whereas the rest of The Foundry's products typically support Mac. For those affected, it'd probably be nice for Apple to build up a large installed base of OpenGL 3.x supporting Macs (ie. do it in Snow Leopard and not wait for Lion adoption) so that OS X is ready for developers to move their tools over to OpenGL 3.x rather than waiting for a critical mass of OpenGL 3.x applications that can't be supported on Macs before adding support. I'm sure developers that bought Mac Pros and the Mac Quadro GPUs weren't planning on booting into Windows to use some of their development tools.So, if you want support for the current OpenGL version on your Apple computer - simply boot Windows 7.
What's the problem?
On an idealistic level, I thought one of OpenGL's main features was cross-platform compatibility, which on practical terms means hoping Windows developers use OpenGL engines for their games instead of DirectX so that it's easier for them to also support OS X and Linux. But the cross-platform purpose seems to be blunted when one of the platforms you'd want to reach in a cross-platform game, OS X, isn't keeping up with even the OpenGL standard from 2 years ago (OpenGL 3.0). With Valve reintroducing game developers to Mac gaming this is the perfect time to push OpenGL, since a game developer using say an OpenGL 3.1 engine allows them to target Windows, including Windows XP, OS X, and Linux from a single code base rather than a DX9 version for Windows XP, a DX10/11 version for Windows Vista and 7, and if we're lucky an OpenGL version for OS X and Linux.