The *only* issue for swing for these kidsn of games, is that if you want to graduate evetually to action games you will have to relearn how to write code.
I'm not sure that's 100% correct. Java uses the same Java2D system for Swing and games, so the experience can transfer.
True but unline Swing you wont be doing it on repaints, you will be doign it in a game loop.
Same with events. You need to learn how to handle mouse and keyboard events so that you can properly handle piece dragging and quick shortcuts. Again, more experience.
Unless you do it the way most games do and just poll the mouse in the game loop and do all the behavior yourself. This is typical. Triying to mix AWT events with a game loop is much less so. I knwo some pople with rpevious Swing experience go this route but it seems to add all kidsn of needless compelxity.
When the time comes, all you really need to do is learn the full screen and BufferStrategy APIs. From there, the rest is a cakewalk.\
I really really really disagree. A fast action game is near real-time type codin g. This is **totally** different from event driven programming and programmers who have learned to program event driven IME need to amjorly rework their neurons to get it.