We're headed straight into a wall where we'll have people without any skills we need and who are unable, financially or otherwise, to gain desirable skills, as well as higher unemployment across the board. We can't wish them away and they deserve decency as much as the next person.
The obvious issue is that doctors are constantly in contact with infected bodily fluids. The last stages of the disease put out a lot of blood and other fluids. You only need one brief moment of inattention to get it when in those exceptional circumstances. Yet, only 16 cases have been reported among Doctors Without Borders. That's in spite of the absolutely horrendous sanitation and facilities available there. I'd say that on the contrary, those people are doing a splendid job and should be commended for actually going out there and trying to stop the problem at the source with the very real risk of dying from doing so.
Certainly beats sitting in one's basement calling them idiots.
This comes a few months after we've heard that a fair few Canadian citizens were suspected of having participated in jihads with ISIS before coming back into the country.
Just use this as an example: search on Google for glVertex. First link goes to the official documentation. Nowhere on the page is it mentioned that this entire rendering system has been deprecated. Nowhere on the page can you see that the documentation is for OpenGL 2. There's a 2 in the URL, but changing it to a 3 or a 4 gives a 404 error. At least now some blessed soul made docs.gl, but the fact it's not even Khronos taking some time to fix their fucking documentation is absurd. You'll note though that even there, the docs for glVertex don't mention deprecation; the function just doesn't have an OpenGL 4 page.
Then there's debugging. Once you've used PIX or VS2012's built-in debugger, you really can't look back. Being able to save any frame, step through the entire rendering process event by event, and even go as far as debugging an individual pixel (down to what tried to write on the pixel, why the draw call did or didn't pass, and a way to put breakpoints in shader code using that pixel's input and output!) is just... It's unrivalled. Nothing from OpenGL even comes close to this.
D3D 10 was a significant break from both the API perspective and in terms of how it works underneath. D3D 10 was included with Vista but never made available for Windows XP (because it relied on kernel changes and a new driver model that couldn't be backported) so game developers took their time in moving to it.
Not only that, the Xbox 360 also used something that was fairly close to DirectX 9 (in the same way the Xbox One uses an API close to DirectX 11), so it made sense to reuse the 360 version for PC with a few tweaks here and there. Certainly much easier than rebuilding for the vastly different DirectX 10 API.
With the arrival of the new console generation, we're seeing a sudden (and very welcome!) shift to DirectX 10+ and 64-bit executables.