(if you're willing to do a binding it's that you don't have a game project to finish so you can afford a game engine creation ^^)
Actualy i have two game remake projects to finish (starflight3 and daggerfall revisited) and already have plenty of game art, design docs, models, musics made by my project companions. Thats why i would like to finish these remakes if possible before finishing univ.
Panda is a rapid development api. It's a very well documented api and has plenty of support for textures, animation, models and other media like movies, sounds and music. You should give it a try to get some ideas for your own engine.
Heres an hint, if you create an .egg model importer you can then translate a load of other model formats to .egg with panda commands. The panda mesh format is vrml like format (with the full documentation in the manual) that supports skeleton animation and shaders.
Documentation, besides features, support for lots of media formats and an already binded scripting language, is probably one of the most important factors for me to choose this engine. I can't image how many hours i wasted trying to figure how something works that isn't documented. Panda documentation isn't perfect either but it saves me a lot of time and frustration.
It would still be very interesting to have a complete rewrite of the panda c++ api in Java. Just think about all the documented and well designed code that is already created and would only have to be recoded into JOGL or LWJGL so that we didn't have to waste years burning our own brain cells just for sport. The Panda guys are not interested in that but they would be very interested in knowing if anyone else would do something like this.