Joe, name some shipping DX9 + HLSL games today that really utilizies these features. Your supposed DX9 lead is vaporware. You can already achieve PS2.0 by using ARB_fragment_program. If you want to use HLSL, you can use NVidia's Cg compiler to compile MS HLSL into ARB_fragment_program, Viola, OGL + HLSL.
So today, one can already utilize tools with OpenGL to achieve what you can under DX9: a command line HLSL compiler, with "assembly" as intermediate language. When ARB approves the HLSL extension, OGL will do what DX9 does, plus, allow integrated compilers.
As for the number of DX games, I remember that before DX7, most popular games were either OpenGL based or GLIDE, not DX.
Enduser experience is subpar. First, the end user experience of pre-XP OSes sucked: crashes all the time. And even to this day under XP, the experience with MS software by and large is: viruses, worms, crashes, viruses, worms, crashes. I'm amazed when I can plug a freshly bought DELL laptop into a network, and within a few minutes, it's been infected.
Likewise, with DX, half the time you installed a game, the game came with a new DX runtime and driver. And boy did I love those numerous bugs related to ALT-tabbing with early directx games. Microsoft software patches your OS half the time you install it. Go install any new version of Office, and watch it overwrite system DLLs. Then watch as third party software breaks, ala the infamous Office "file dialog" problem.
Let's see
1. DX more advanced than OGL? Nope. OGL has VS/PS equivalents shipping today
2. DX model produce less buggy drivers? Nope, drivers now require more code in them to deal with optimizing poor FXC code
3. DX has better enduser experience? Frequent reboots and forced runtime updates. Let's see how Doom3 enduser installation fairs against HL2 when it ships (opps, it is April 2004 now? September 30th my ass, valve you liars) Most popular game engines ever: Quake/Quake2/Quake3/and soon to be Doom3 use it.
4. DX has better developer experience? I think not. Many developers asked when DX came out, "why oh why didn't they adopt OGL's style?" This spawned the infamous Carmack "takes 3 pages of code to draw a triangle" letter.
5. Did DX advance fast? No, it took 7 API revisions to get to non-mediocre stage. 2 more to DX9 to get where it is today. And it has OGL to build on, but spent the first five years trying to do something "not OGL", and failed, having ended up with GL-style functions anyway.
Summing up: No one proved their point that DX's HLSL model would be "less buggy", so now argument has switched to "worse end user experience" and "rate of change". Semantic dodge.