First, I am not on one side or the other. I just use what works. I started my project with the one I saw the most demos for, JOGL, but will probably add LWJGL support later on.
[quote]Also:
- LWJGL is miles ahead in terms of reliability and compatibility. I couldn’t seriously expect any professional game to be satisfied with the current reliability of Jogl.
[/quote]
I have found JOGL to be very stable and have had no issues in this regard. The only problems I have ever really seen in running open gl java were actually LWJGL, but probably because it is more prevelant out there (an even more likely it was due to bugs in the program using the API). From what I have seen both are stable enough for real use.
I have found the API pretty easy to use. In terms of core dumps, I am doing some pretty advanced stuff with it and have not seen any core dump that wasn’t my fault… though I would like to blame the API, it hasn’t been an option so far 
At first I didn’t like this, but I found it made me do better code. My project is a multi-threaded engine and not having access to the GL reference has made me avoid temptation in the engine thread… Of course if I really did want it, I could make it available any time. However, I can see why that might be annoying to some. It’s a necessary evil for multiple GL contexts. Unless you had some kind of set active context method added that had to be called before executing any GL commands…and it would make threading between contexts a bloody nightmare.
What’s this Animator you speak of? Kidding. 
It’s very easy to write your own buffer swap in JOGL. There is no trick, just shut off the autoswap and then swap at the end of a render loop.
Not sure, haven’t used it like that yet.
I found the Jogl demos to work perfectly, maybe it wasn’t always so? Dunno. They’re great now though.
I’m sure it was just a misconception about what lwjgl is, which is why it would be good to have all the facts in a single location.