Despite my own bad feelings about the state of OpenGL, I'm sticking with it. I currently use both GL and D3D anyway, and will be more inclined to use D3D for newer/experimental/trying-out-stuff-for-the-first-time work, as at least I know that any errors I get have a better chance of being my own errors (rather than coming from broken drivers), and will have the tools to debug them properly to hand, but I'm still committing to OpenGL in at least one project.
I don't feel that I'm doing this as an act of charity, and I'm definitely not doing it due to cross-platform requirements. I think it's good to know and actively work with both APIs, and good to exercise code through both APIs. If the situation was reversed I would likely still be doing the same anyway.