Right now the library is organised in a way that makes it highly amenable to being split, and also provide the full distribution as well because it’s just not that complex.
There’s a “core” LWJGL, which contains a few basic utilities required by most users of the library, such as pointer fiddling and hires timers. Currently the vector maths is in there too (but not the vector packages).
As dependents of the core LWJGL package we’ve got input, OpenGL, and OpenAL, which are easy to split out of the Java distribution although it’s slightly fiddlier removing the C++ parts because you need a C++ compiler to hand.
I think I’m right in saying that we never intend to add more to the LWJGL than the bare minimum required to write a high-performance Java game in Java without having to code your own C++ to do something for you, so it is unlikely to ever grow significantly larger than it already is. A lightweight monolith…
Cas