LWJGL and breaking awt/swing dependencies

I’m currently in the process of making my entire game engine in LWJGL only. I’ve learned the hard-way that Swing won’t give me the raw performance I want and mixing Swing and OpenGL is a tricky proposition for games.

Now that I’m mostly through the process (active rendering with LWJGL and custom GUI components) I’m wondering how far should I take it? Right now I’m completely free of Swing but I still rely on awt for font metrics.

  1. Is it possible to be completely free of awt i.e. never import anything from java.awt? Can one obtain enough display information from LWJGL to calculate DPI and scaling?
  2. Is it worthwhile to do so? I’m imagining future deployments of my game and would cutting out the awt/Swing libraries really save that much download space? I can see a benefit if I write for Android etc. I figure there won’t be any awt there.