I believe the GL 4.5 spec is very tight, could even say that 4.3 would suffice. I'd be very interested to see a concrete color reproducibility example that OpenGL 4.5 doesn't solve.I do even still know a project depending on the Burnings renderer (because unlike hardware renderers it's colors are the same on every graphic card which is needed in some industry - opengl is not color-exact as it depends on driver implementations).
Maybe you'd like to hit me up for some information on cubemaps for global illumination... I know quire a few tricks.
P.S. I don't have the will or want to spread myself over multiple APIs, but irrbaw's API is in the process of being refactored to closely follow Vulkan's, hence D3D12 port would be almost a matter of filling in the blanks in identical classes with D3D12 pre-pended to the name instead of Vulkan. Thats a completely different problem to spanning the gap between Dx9 (or Dx10 even) and D3D12.
I actually have a plan for "write-once-run-anywhere" through the Vulkan Portability Initiative, you might want to snoop that approach.