It looks an awful lot like what FS2's rendering system used to be like, before everything but OpenGL got discontinued. IIRC people got sick of having to make changes to all 3 (2?) API's simultaneously, and OpenGL won out.
Also, having mostly just looked at the illustrations, that angry teddy bear is kind of ... weird.
Well I thought I answered that in the core part... as I mentioned in the document, the purpose is not to maintain 2 or 3 API core. On the contrary, we maintain only opengl. The whole point is that when the team will decide to change the used API it will be very very simple. And one quite logical question would be: why the heck would we wonna change the API? and a quite reasonable answer would follow: well why the heck did we change from dx to gl?
What we should take into consideration is that an API commitment is not something you can predict, cause simply thats how technology works. Something considered cutting edge today can easily be museum material tomorrow.
Also I am talking about c++ structures. It's not at all what it looks like now and although I haven't seen the previous version, I am quite sure it looks nothing like it either. I am 100% sure that even a non coder can easilly understand how the core concept is something concrete with specific and easy to recon functionality.
I made some suggestions about the resource management system too. what do you think about it?
Finally, sorry if the image was bad taste, I was just making a joke.