The features listed in the press-release (high-level programmable shaders, multiple rendertargets, non-power-of-two textures, two-sided stencil and pointsprites) have all been in Direct3D for about 2 years or even longer.
Perhaps the OpenGL implementation of these features is slightly different though, I don't know.
It doesn't seem like OpenGL 2.0 is revolutionary though, it seems it's mostly catching up with DirectX 9.0, or perhaps getting a bit ahead.
But there is nothing remotely like the (revolutionary) ideas we've seen so far for DirectX Next/Windows Graphics Foundation/whatever it's going to be called, so it's not going to be very future-proof I suppose.