But other users may have different needs. OpenGL is used by games, but not just games. For example, at Taodyne, we use OpenGL for real-time 3D rendering of business information on glasses-free 3D screens. I can tell you that my pet peeves with OpenGL have nothing to do with what's being described in any of the articles.
Some of the top issues I face include 3D font rendering (way too many polygons), multi-view videos (e.g. tiled videos, which push texture size limites, or multi-stream videos, that bring a whole bag of threading issues), large numbers of large textures without the ability to manually optimise them (e.g. 12G of textures in one use case).
Heck, even the basic shader that combines 5, 8 or 9 views into one multiscopic layout for a lenticular display makes a laptop run hot for a mere HD display, and requires a rather beefy card if you want to have any bandwidth left for something else while driving a 4K display.
Many of these scenarios have to do with limitations of textures sizes, efficient ways to deal with complex shapes and huge polygon counts that you can't easily reduce, very specific problems with aliasing and smoothing when you deal with individual RGB subpixels, etc.
Of course, multiscopic displays are not exactly core business right now, so nobody cares that targeting them efficiently is next to impossible with current APIs.