I can make a little list of stuff that I really hated..
* Multiple projects. Always have to wait 5 seconds after editing image or press refresh on android project.
* Cannot access original LWJGL GL classes. They put stuff into glcommon, gl11, gl20. They didn't put everything.
* Cannot use GL11 and GL20 at the same time.
* You only get 1 method for updating your game: only render, no tick/update method. Cannot render at maximum speed. Always capped at 60 fps.
* I couldn't find a way to measure performance.
* Shaders are stupid or what? Gives errors when LWJGL doesn't. I mean, when I load shader into Libgdx, it "works" differently than in LWJGL. Variables that do not affect the output of the shader are not compiled to the shader. This is probably to boost performance, but is really annoying. Could have just given warnings telling that some uniforms are not used.
* Sprite class doesn't have anti bleeding built in.
These are the most annoying things that are just keeping me from using Libgdx..
I'm not saying Libgdx is shit.. I just don't like it.. It makes developing more like a drill to me. There is always that stupid something that doesn't need to be there..
Of course, Libgdx has much more upsides than it has down ones.. I just happen not to like it. Its like choosing operating system.. You don't choose it, because its better. You choose it, because you like it more.
No offence, but
1. Multiple projects -> Eclipse's problem, if you don't use the internal storage you don't have to wait
2. I havent missed some GL-stuff yet ( for example glPushMatrix isn't available but libgdx has it's own matrices, they are more powerfull)
3. "Cannot use GL11 and GL20 at the same time." Why would you do that?
4. Just wrong, you can have your own render-loop.
5. Count your fps.
6. I don't see the problem.
7. That's the problem of the texture you created and the texturefilters you use.
You don't have to use it, but don't say that it's messy if you haven't really used it