No, no pauses really. I just wondered what's optimal these days
I've reverted back to using a naughty Java 7 JRE in my games and using the G1 collector. The G1 collector in the Java 6 VM I was using crashes the VM pretty much reliably. Java 7 is lots faster than Java 6 too, which means Revenge runs on slightly slower hardware at full clip.
The webstarted versions of the games just use -Xincgc and no-one's noticed any pauses. Or at least not moaned.
Then again I'm still resorting to pooling in a few places which I don't really like (such as particles and sprites). I could do with throwing off the last shackles of pooling for simplicity's sake. Though if I'm looking at porting to ObjC or even C++ I'd probably regret that