When your primary argument that the ES designers were idiots is lack of immediate mode, I'm sorry, you are the idiot. These are embedded systems with highly constrained resources and that immediate mode API is horrible for a lot of reasons:
* Requires tons of driver calls.
* Stupidly hard to optimize on the driver side when you have no idea just how many vertices or other per-vertex data are to follow your call to glBegin.
* Trivial to replace with a much better, and much, much higher performing vertex representation either through vertex buffer objects or simple calls to glVertexPointer/etc.
* Teaches beginners the Wrong Way of doing things -- you won't use this API for anything beyond a toy program as the last thing you would do is load an exported mesh from Max or Maya and then iterate through every vertex.
Having learned OpenGL initially with the ES 1.1/2.0 spec, then transitioning back to the desktop version, I couldn't believe how bloated the API had gotten. There is a reason they want to deprecate most of it and move to a spec that is similar to ES in its simplicity.