Your slide shows Mantle being shipped 6 months before Metal. Do you seriously believe that:
1) AMD shared details with Apple in the years leading up to their release?
2) Apple built Metal from the ground up in less than 6 months?
Apple was working on Metal for years before they announced it in WWDC in 2014. Are there similarities between all the new APIs? Sure, they all have command queues and command buffers, but OpenCL had command queues and Apple was the major force behind that API, so I think it's more likely that the folks at Apple said "yeah we like this command queue idea, let's use that for our new combined API" than some guy from AMD calling them up and telling them all about their new top-secret project. Mantle is basically a thin wrapper over GCN, which a cynical person could view as AMD admitting that their D3D driver team was terrible and couldn't compete with NVIDIA so they basically gave the GCN hardware specs to app developers and said "good luck".
In my experience, the "low overhead" nature of Metal makes it by far the easiest of the next-gen APIs to work with. Yes, it shares the common aspects of all next-gen APIs such as command buffers with encoding on multiple CPU threads or precompiled state objects, but that's about the extent of the similarities. So, if you want to claim that because Metal has command queues it's based on Mantle, I'd argue that it draws more from OpenCL and D3D11 than the low-level APIs like Mantle, Vulkan and D3D12.
Asgorath, I appreciate your insight here. Any idea if Metal will bring