Without run-time shader compilation it won't be that useful... that aside, at the current time we don't have specific plans to add feature level 9 support. However, we are architecting it so that it should be fairly easy to add that support in later (and it _is_ open source so someone is welcome to make contributions if they really want that).
The biggest problem with the 9-level features is that it won't be able to support a decent ES2 feature set. Even feature level 9_3 is significantly more restrictive that DX9 SM3 -- it's actually more like SM2. That said, if an app is going target feature-level 9_x, I guess they'd be stuck with those restrictions anyhow.
Daniel
Leaving out run-time shader compilation, is it planned to support feature level 9 in the development branchdx11proto? The benefit of supporting feature level 9 in ANGLE would be dramatic, wouldn't it? Apps already shipped for iOS and Android using OpenGL ES 2.0 could be ported to Windows RT a lot quicker, as now manual port to DX11 feature level 9 code would be required, right? Or am I missing something? Any plans for that, yet?