I fully agree that Metal is a much nicer API than Vulkan or OpenGL, but IMHO it isn't really a low-level API in the sense of D3D12 or Vulkan. While Metal also has pipeline-state-objects, command-buffers and some other 'explicit features' like the other two APIs, the entire resource binding is very high level, more like in D3D11 (which IMHO is a good thing, because that is exactly the part that makes D3D12 and Vulkan so complex, while providing only few advantages over the more traditional resource binding).
Also, it is still unclear whether D3D12 or Vulkan (or Metal on OSX for that matter) actually provide a real-world advantage in complex games. Most big games that have been released with a D3D12 renderer so far, don't run better than with the D3D11 renderer. Metal mostly shines on iOS, where it is dramatically faster then OpenGLES, but it isn't dramatically better on OSX (at least on the Intel GPU configs I'm testing on).