the "locked hardware" that the macs use could be seen as a huge benefit: you have a much smaller set of possible hardware, so there doesn't need to be as much of an effort to support it on any user's system (one mac will be the same as most of the same variant), and the user won't have to keep up with rapidly progressing hardware and games' hardware requirements (which is probably one of the biggest reasons pc gaming is kind of dead overall) --maybe the developers will stop trying to just churn out the prettiest most detailed games graphically and start to think some actual new ideas
also, because OpenGL is
supposedly poorly supported on Windows, you're going to totally disregard it? i've used several OpenGL-based applications (games), and I can't really tell you one that wasn't functional (or ran even kinda bad on my system)
My personal belief is that game developers shouldn't all be trying to make "huge" (talking GTA IV, FC2, Mass Effect, MW2, Bioshock, Crysis) games that push the boundaries technologically; they should be using the medium to express new ideas and push video gaming towards being considered an art form. An example I'll use is Silent Hill 2.

late 2001
The Playstation 2 wasn't the strongest console at its time-- underpowered, maybe. It wouldn't have been capable of rendering the environments that Silent Hill 2 employed in real time. The game, though, was developed around these limitations, and ultimately the console's limitations were utilized to the benefit of the
game's narrative. For example (a blaring example), the fog that is so characteristic of the Silent Hill series; the Playstation 2 couldn't render some of the outdoors scenes without a big Z-clip. How can we keep this level of detail and keep it playable? Of the solutions available, what would be the most appropriate for the game? Use fog. Suddenly, not only do you have an effective solution to your performance problem, but you also have something that's
affective emotionally that you can exploit to increase the player's immersion into the
game's narrative.Developers adapt to what they're given, but when they're handed such a grey area as the "Windows User's Hardware Configuration" using totally different technologies from widely varied parties combined with the then-inflicted strive for "amazing, new technology" they're put under stress to just make something that looks fancy to convince the typical "Windows User" that it's going to be an "awesome" experience playing the game on their brand new "rig", not only by the consumers but by the resourceful (money) technology giants.
I don't necessarily agree with everything Apple is doing, but in my opinion it was definitely a smart move to try and lock down the hardware as now it's a million times easier to support their userbase and it allows new, thin-walleted developers to work in their environment (did you notice that full-featured XCode is put onto the OS X installation disc? for free?) and (again) not have to worry nearly as much about possible hardware configurations.Oh, and how this relates to the topic of the thread: OpenGL or DirectX? It doesn't matter. What game are you going to make? I'm trying to say that which graphics library you use is totally superficial; it's what will work best for you to express your ideas.