OK, Time for people to give it a burl. Head over to
http://opengl.j3d.org/swt/download.html and download it. It is only for Win32 right now.
You'll need SWT 3.2M3 or later and also you
must use the provided version of JOGL with the download. I've had to hack on the RI code to stop it crashing when using SWT so make sure you don't have the old one there. If you get exceptions about class cast exceptions when you run the example apps, that means you haven't yet removed the RI JOGL from your classpath. I've offered the modifications back to Ken, but not sure if he's interested. As such, no source for the modified JOGL code just yet. If he doesn't take them, I'll fork the codebase and maintain our version on j3d.org. There's several other changes I'd love to make to the RI codebase, but they're mainly for longterm maintenance and more readability. They have nothing to do with the SWT implementation requirements. We'll see if Ken wants these changes first, then go from there.
Oh, one other thing to note - the APIs for GLDrawableFactory have changed a fair bit since the JSR Beta 1 release. These are the API changes already apparently approved by the JSR committee, but there hasn't been a JOGL RI release yet to show those to the world. Basically, anything that was creating a GLCanvas/GLPanel from the factory are gone and you can directly instantiate them now. However, since you're using SWT, that won't matter. Download the examples files and have a look at the 3 different ways of using JOGL with SWT widgets and cut and paste those for now. My code currently has no equivalent for the GLAutoDrawable functionality. I want to do something like that, but the fact that GLAutoDrawable unnecessarily extends an interface with AWT-specific concepts in it is preventing me from doing so. Unless the JSR changes that, I won't be doing anything along those lines.
I'll now head over to the Aviatrix3D and Xj3D codebases and add SWT capabilities to those. I've not really tried this code with anything other than the simple demos so far. I have no idea how well the pBuffer code will work with this stuff. We'll see shortly once I have some code that stretches JOGL in all sorts of unusual ways

[Edit: Fixed typo in download link]