I have used both JOGL and LWJGL and have both of them working in my engine, what I can say is that JOGL forces you to have a particular class architecture because of the GLEventListener...
You might like JOGL's GLEventListener as it interoperates with the AWT thread quite nicely if you want that stuff. It allows you to have Swing components and the like. LWJGL isn't dependant on AWT's thread for its rendering and hence its slightly more flexable, but doesnt have this Swing components (It does have an AWTGLCanvas)
You have parties for both, pick one, try it, change to the other, try it and see what API you like...
DP
