LWJGL 3 vs JOGL

Disclaimer: I know this has been posted here a lot of times, and I know some of you are probably sick of seeing this, but all the times I’ve seen this type of thing posted, it’s been before the release of LWJGL 3.

I’m trying to understand the advantages of using JOGL or LWJGL. From what I know, the main difference between them is (or was) the ability of JOGL to use Java AWT or NEWT (never heard of it before). The main advantage of this was that JOGL was able to have multiple windows out of the box, whereas LWJGL 2 had the monstrous Display class, and if you wanted multiple windows with that, you had to do some hacky header-less workaround stuff with AWT.

But, with LWJGL 3 dropping all of its windowing stuff and instead using GLFW for windows and input (which it’s amazing at, gotta say (I’d like to see joystick callbacks, though)), it can now have pretty much as many windows as you want, making that a null argument for JOGL.

So, what are the differences between the two bindings, and what are the advantages and/or disadvantages of using each of them?