Yep it should be entirely portable. Except maybe the runtime library loading which is fairly trivial. However I will optimise it for Pandora (NEON, etc) once i get an opportunity but i'll try to maintain portability.1. Will this library be usable on all OGLES-2.0 platforms?
I'm unlikely to ever implement the full OGL2 feature set. There are heaps of rarely used / redundant features which would be a waste of time wrapping. It will however get close enough that most games would be easily portable. As it matures I'll through a few games determining what functions and defines are used (I've written a tool for this).2. Is the whole featureset going to be implemented in the future (so that it would be possible to just switch header #imports in a project and recompile it to port it)?
This is a hard question. Not that this is even close to a benchmark but at the moment running the NeHe tutorials through the PVR emulator i get around 1700fps, compiled with full OGL i get 1800fps. If you used just OGLES2 functionality in the wrapper you would pretty much get the exact same performance as standard OGLES2, apart from consuming some RAM, the overhead would be almost zero.3. How much performance is lost because of boilerplate?
Some good questions.