If you have your own set of classes that handle all IO in your app, it might be better to make both client and server NIO, as you can reuse your code.
Leaving aside the "is NIO a better API generally?" issue (since I believe it is, but the bugs have been upsetting me recently), I'd like to underline the above with a comment from the GDC a few years ago, which went something like:
"If there's one thing you're going to do in writing a networked game, make sure you re-use as much code from the server as possible in the client. At the very least, write all the code for both in the same file, preferably in the same method as often as possible. That does more to reduce protocol implementation bugs than anything else"
This was at a roundtable with circa 40 people, most of whom had shipped at least one networked game. Pretty much everyone chimed in to agree wholeheartedly with that.