There's a
QuakeWorld stats site running too (it uses scoreboard info, so there's no accuracy stats, but there's plenty of feasible ways to implement that). It's not exactly hard to implement stats, MVDSV/KTX (the most common QuakeWorld server/side modification combination) has had limited statistics support for ages, and supports detailed XML statistics as of recently, though you'd need to waste alot of bandwidth and CPU time downloading + parsing every single log.
I personally see nothing special about Quake Live at all. I personally believe they should've based it on Quake as opposed to Quake 3, but I guess Quake 3 is a little more idiot-friendly with the railgun, overpowered shotgun, lack of aircontrol and generally slow gameplay in comparison to QW and they're trying to get mass appeal here I guess. That, and QW would just suck with the amount of lag Quake Live exhibits. Not that I dislike Quake 3 at all, it's a good game, but I much prefer it's grandfather.
The lack of modability also annoys me greatly. Quake 3 had many great mods that the new generation of scrubs whose first Quake experience is Quake Live are probably never going to experience unless they go and buy a copy of the REAL Quake 3. The Quake series has always supported modifications, since the days of QuakeC being released to the public, and id have history of making their engines GPL'd after being out for a few years. This whole closed system just feels like a bit of a slap in the face.
Not to mention that there isn't even a GNU/Linux port. If they can port it to OS X, unless they've made full use of Apple's proprietary features to the point they'd need to rewrite a HUGE amount of code, they can damn well port it to other *nix-alike systems. There's easily as many Linux gamers as Mac gamers.
I guess this Quake Live junk is just Quake wrapped up for a new generation of stupid gamers. The real Quake fans will probably stick to their beloved QuakeWorld/Quake 3+CPMA/OSP.