Having skimmed through this thread, i just thought i'd add a few comments
firstly T:V is currently D3D only, and there are no plans for OpenGL support. We have effectively completely re-written the UT2k3 renderer and added support for a whole heap of advanced hardware shader stuff, so theres no way we can ship with the original unreal OGL renderer. And as people have observed, ut2k3 runs better under D3D anyways. Thats simply becuase the unreal OGL renderer is nowhere near as feature complete as the D3D one... epic is focused entirely on D3D, the OGL renderer is just a bit of poorly maintained 'dinosaur code'.
As for OpenGL vs D3D, each one has its pros and cons. I actually find D3D to be a better designed library than OGL, especially in terms of its OO 'niceness'. So it has some capitalised function calls... so what? Function name formatting does not a good design make. Anyone who thinks that D3D is a pain to code for needs to take another look at the API since dx8 or 9.
The main thing that OGL has always had over D3D has been exposing *all* hardware features, especially through OGL extensions. D3D is catching up fast thou, and theres not many OGL extensions now that aren't covered by DX9 API calls.
Looking into the future, hardware specific extensions are going to become less important as GPUs become more programmable and you do eveything with custom shader code. D3D is currently in the lead here, because it has much better handling of shader code and hardware resources in general.
Also any arguments over which is faster are completely moot these days. The limitation for a well programmed game is always the GPU, not the API.