No Metal support is IMO no problem. I and most of the rest of the games industry couldn’t care less about MSL. Nobody uses it. I’ve seen numbers from Apple that say upwards of 80% of developers they asked target Metal via SPIR-V Cross and HLSL from DXC.
I love what this project wants to do, use a “real” language to get the developer experience while writing shaders. However IMO slang will eat Rust-GPU’s lunch. You are right, borrow checking is not useful for shaders, and slang delivers most of the same language improvements (modules, generics) while being able to target many more platforms. And slang is production ready, unlike rust-gpu.
I’d still love to see what rust-gpu could become though, especially with DX12 moving to spirv in the future. It’s be nice to share rust code between my engine code and shader code.