Following this
http://www.ozone3d.net/public/jegx/201401/opengl_state_changes_stats.jpg, I wrote a small benchmark in order to test the corresponding costs on my machine
I hit 105k framebuffer, 700k Program, 3.1M Texture Bindings, 3.4M Vertex Formats, 4.6M UBO Bindings, 6.3M Vertex Bindings and 15.2M Uniform Updates on win7 x64, gtx 770
I hope it may be useful also for you :)
I know it is a sintetic benchmark, so real app may behave differently, but it is always a starting point
https://github.com/elect86/glCallsOverhead