Well, fixing it would be rather easy i think, at least for the GM3000. The thing is, i don't have a GitHub account, and i don't want to create one.
I can download the files(only DeviceManagerD3D9.cpp needs to be modified i think), do the proper modifications(with comments and what not), and send it to Roytam via PM, if he's okay with that.
Let me explain. There are two ways to check devices capabilities in D3D9. The first one is via the IDirect3D9::GetDeviceCaps method, and this one reports the true capabilities of the video card, IE, for the GMA3000, the VertexShaderVersion cap will always return 0. The second way is via IDirect3DDevice9::GetDeviceCaps, this one only work after successfully creating a device, and the capabilities may vary depending on the device creation flags, IE, in the case of software vertex processing devices(like the Intel GMA3000), the VertexShaderVersion cap will actually return 3.0! So it looks like the ANGLE guys are actually using the wrong method to report the caps information.