Metal and OpenGL two completely different APIs, shading languages and probably a whole host of other things.
I've ported my fair share of things from fixed-function to programmable shader pipelines and you'd be effing naive if you think you can do that in a couple weeks on anything more than a toy demo.
Getting pixels on the screen and shipping something to end users are to very, very different things, 90/10 rule and all that.
Vulkan also has the benefit of multiple platforms supporting it so you're not doing all that work for a minority(which is what OSX is in the graphics space) platform.
I develop an OpenGL-based video engine for a live media playback application, which is very nearly as simple an application of OpenGL as you can expect to find in the real world, and there's no way I could expect to port it to Metal in a week or two singlehandedly. Like others have mentioned, it's a completely different paradigm, not just a matter of changing around some function calls.
That said, I welcome this change with open arms (and secure in the knowledge that legacy code will continue to work for the foreseeable future). OpenGL is a fragmented, brittle, spaghetti-inducing pile of global state. Rewriting in Metal isn't anywhere near as small a project as Apple claims, but I'm perversely looking forward to it -- I'll be very happy to have OpenGL in my rearview mirror.