"All shader languages are very similar to C". Even counting only mainstream shader languages, MSL is explicitly based on C++ and not C. There is a big difference. The non-mainstream shader languages will also be increasingly important, because who wants to be restricted to C dialects?
"and have all the usual features associated with C save for pointers." MSL has strong built-in support for pointers. In addition, the future of Vulkan is increasingly pointer-friendly.
HLSL compilation. This oversimplifies the story a bit. DXC only produces DXIL which is D3D12+ (and SPIR-V, so it can be used on Vulkan with little hassle). Older dialects (shader model 5) work on D3D11 as well, and can also be compiled offline, but that requires FXC [1] (FXC output, DXBC, can be used in D3D12, you just don't get as much access to newer features).
"Some languages however encourage you not to compile shaders to an IR such as GLSL with OpenGL". This is no longer true as of OpenGL 4.6, which can use SPIR-V. On the other hand, it's probably best to think of OpenGL as a nearly obsolete API, only useful for compatibility.
"The metallib compiler is available in the command line in any recent MacOS installation." It might also be worth pointing out that it is also now available on Windows. Thus, on a single Windows box it is possible to go from your source language to all major shader IL's.
"GLSLang even supports compiling HLSL to SPIR-V, though this feature is still experimental." Yes, but use DXC instead, that's actively being developed.
"transpiling it to either GLSL, HLSL, or MSL is trivial." It's not trivial. There are important semantic differences between these shader languages, and transpilation is a leaky abstraction. One case in point, memory barriers of device scope are not available in current MSL, so transpilation of such barriers is likely to silently result in barriers of merely workgroup scope. These kinds of problems are fun to debug.
"Mozilla Naga is the Firefox WGSL to SPIR-V compiler written in Rust." It has many more transpilation options, and in fact a major goal was to avoid the need for spirv-cross to generate HLSL and MSL. Similar for Dawn.
This might be a useful resource for some, but don't take its advice too seriously.
[1]: https://asawicki.info/news_1719_two_shader_compilers_of_dire...