I did not try Vulkan yet, but I read a lot about it. More control and so on. And a unified API for both mobile and desktop. Even more things that you can do wrong and get a black screen without feedback is not really somethign I am looking forward to. My library is trying to get exactly this part away from OpenGL. Maybe because of this, my approach would be especially helpful for Vulkan developers, but I cannot tell without actually trying it out. Also I read articles on how to get Vulkan like performance with modern OpenGL techniques. Eventually I think Vulkan is very important for GPU developers, because implementing Vulkan might be much easier than implementing OpenGL (but they already did implement OpenGL so that factor doesn't not really count at this moment). And Vulkan might be very important for the big engiens like Unreal Unity and Source. Simply an environment where money and time to develop does not matter that much if it provides more performance.
So my answer to that is, let the dust settle. Don't be the first one who jumps on Vulkan and regret it later.