Thanks for the responses:
JOGL shouldn’t have any effect on the keyboard. Its infact using the same routines it was before. JOGL might be overriding the AWT thread more… what platform/driver/OS etc… I’d really like to look into it.
JOGL was harder to work in, since I spent time wrapping GL. Hopefully I won’t have to do that again. I’ve not really got any great benefit as yet. I thought I could use Alpha on more platforms with JOGL, but it turns out MacOS isn’t properly supported yet. It does seem to be far far far faster than using Java2D tho
It also took me 2 evenings to get a generic texture loader written that I could use for my sprites. 
I didn’t use LWJGL simply because it seems to be in flux (excuse the pun) at the moment. Didn’t want to learn into something that was changing. Although it seems JOGL is going to be changing constantly.
So far, so good. JOGL is relatively easy to work in. I’ve my abstraction layer in place, so I can get back to Java2D nice and quickly if needs be
Been focusing mostly on network code recently, reakon I got it down now. Onto actual game play…
Kev