@mcc Interesting blog post!
I'm doubtful that WebGPU replace Vulkan in the sense that it adds a fair bit of overhead for the various safety checks, etc, and game engines, middleware, etc that are concerned about performance and/or access to the latest hardware features will want to avoid this abstraction.
I think it's more likely to replace OpenGL for software that wants a more modern GPU interface with a bit more safety, simplicity, and portability than Vulkan.
@mcc In particular, Vulkan just recently introduced Shader Objects which allow users to avoid the "have to build up entire pipelines at once" issue, more efficiently bind engines to GPU activity, mix and match shaders, and avoid some of the more expensive shader (re)compilation issues. WebGPU seems to be pretty firmly designed around the original Vulkan configure-the-whole-pipeline-at-once approach.