This feels like a pretty handwavey statement. For one, all shaders would need to be converted from HLSL to GLSL, which could become quite a big task depending on the amount of shaders, and testing of all changes.
Secondly as I understand it the Vulkan API is much more low level and barebones than DirectX, meaning it'll be a lot of work to shore up the differences. I may be wrong here, but it seems to be like the developer is saying that a DirectX -> OpenGL change is no big deal, but swapping out your foundations is a major big deal. The concepts may be the same but the APIs are still hugely different.
And why is this even a concern for a game started in 2011? It's mind boggling that they are making these kind of decisions 6 years into development, surely just finishing the damn gameplay should be the focus?