Glide was the best capable 3D API, good to see it back.
Propietary APIs like Glide only came to be because D3D was in it's infancy, and because for some odd reason no consumer card manufacturer saw OpenGL as a viable alternative until GLQuake came out. Since D3D has matured and every GFX chip out there has functional OpenGL drivers, there's no need for propietary APIs anymore. And I say good riddance - near it's death Glide managed to all but ruin several gaming experiences (Unreal-based titles such as Deus Ex and Wheel of Time) for a majority of gamers out there.
No need to worry though, these specs are a load of BS anyway, a late april fools joke or something of that nature. For instance, look at this snippet:
(secondary coprocessor) Shall handel all T&L now called TT&L (True Time and lighting) .
Vertex shaders are the T&L in post-DX8 cards. There's no mention at all about them when talking about the separate coprocessor. And what the heck does "True Time and lighting" mean? Clearly these specs are fabrication by someone who hasn't got a clue on 3D hardware.