I wouldn't underestimate Intel, by the way. Haswell is looking pretty good, is beating comparable parts from AMD, and in a couple more generations we may well see them emerging as a third serious player in the market.
Both in desktop and mobile the Intel machine has woken up and starting to push serious resources into the development; with AMD's CPU division sucking away the profits from graphics if Intel can keep up investment they could move into second place.
As for GL4.4; there isn't really a great deal to it.
From the headline features;
- Buffer Storage has mostly provoked arguements as to how useful it'll be (more so when the notes on the extension say that at least one of the bits might be ignored) - I'm pretty sure this also basically mimics D3D11's buffer controls
- Async Queries could be useful if you are doing anything which requires GPU output which would normally bounce thru a CPU buffer
- Shader Variable Layout, while intresting from a 'yay!' point of view is again basically a HLSL parity feature
- Multi-bind is a good addition but nothing earth shattering (and it's bizzare it wasn't about before... see D3D10)
- The 10-11-11 vertex format support is just... well, sane.. again, surprising it wasn't there before.
There are some intresting extensions about (sparse, bindless, draw parameters, variable group size(!), indirect parameters) but the core feels like a 'tidying up missing features vs D3D11' really.
Maybe GL4.5 will bring something new to the table in the core, we'll see, as D3D is basically stuck at D3D11 due to the enforcement of Win8.1 for D3D11.2 - OGL has basically a 3rd chance to try and become a viable option again.