To be honest you're making things more complicated for yourself than they need be. The process of linking to and using OpenGL on Windows is simple so long as you follow the rules and are aware of what functions are available with each GL version.
You #include <gl/gl.h>
You statically link to opengl32.lib, via either project settings or #pragma comment (lib, "opengl32.lib")
At this stage all of OpenGL 1.0 and 1.1 is available to you without needing to do anything else. No need for GetProcAddress, no need for wglGetProcAddress.
For typical windows apps, you're correct. For minimal 64k apps though, manually loading OpenGL is not a bad idea. You can allocate a table to store the pointers at runtime, which actually cuts down the number of global variables in your exe (which would have been used to store each function pointer to a glcall you are using). You can also concatonate strings to build up the function names to extract. It may seem like overkill, but it does actually cut down on memory usage. It's a very common approach in the demo scene....