IMO vulkan-native is the right choice because opengl (or opengles, or anything else) can always be reimplemented on top of vulkan anyway. Layering opengl on top of vulkan means you're no longer at the mercy of hardware vendors to provide a bug-free opengl implementation. And if you're calling a userland opengl library running on top of vulkan, you can actually debug into graphics system and much more easily tune performance. (Debugging through into opengl calls is almost impossible when the opengl implementation is hardware-specific and part of the graphics driver itself).