Hi!
VBO is the second bullet in the above list.

This is an excellent piece of news

In my opinion, our JOGL1 renderer should be just as good as our LWJGL renderer at this point and it is in production (we have folks at NASA using Ardor3D/JOGL/SWT.) If there is an inconsistency or issue though, please let us know.
I use lots of very crappy machines. If there is something wrong, I will discover it if I have to make a small demo (sorry but there is a real lack of examples, tutorials and documentations as your engine is young; if I had a kind of Hello World example, it would be nice). The previous code of the JOGL renderer of JME 2 supposes everyone has nice graphics cards with shader support, I hope you haven't done such beginner's mistakes.
Outside the renderer though I know of two JOGL "issues" right now. The first one is that we don't include all of the various possible natives for JOGL, so you may have to pull certain platforms down yourself.
It is not a problem as I already do this for JME 2, I deploy JOGL 1.1.1 separately by myself. Has your engine been tested under Solaris 10?
The second one is that our AWT canvas integration is currently bound to LWJGL but that should be changed soon as well.
But did you test the whole AWT things under both Linux and Windows as there are some tiny differences that may cause some very annoying bugs especially in keyboard and mouse handling? (

I don't want to pay twice to fix them)