the same reason you complain about, 3d is not in priority list of google ES 2 support will be at least 6 months later.
I did complain, yes...however, i do understand this. Hardware's power is similar to what we had around 1995 at best, fillrate is even lower. Dalvik's performance currently sucks donkey balls and posting about 3D in an Android developer forum is like talking about quantum theories in an elementary school. It's so much out of scope of 99% of all Android developers, that it absolutely doesn't matter if 2.0 is supported or not, because there's nobody to support it for. Look at the normal jPCT...how long did it take before shaders were available!? And now that they are, how many people are using them...none, and that includes me (albeit i've created a little demo application at work that uses them, so it's actually none+0.5).
i had quick glance to that post, they also complain about some bugs and rubbishy of JOGL style binding (with non static methods)
I think that both methods have pros and cons. For AE, you feed the GL context into the frame buffer, for the jogl-renderer of the desktop jPCT, i'm using reflection to inject the context instance. So yes, the static way seems more like GL actually works, but on the other hand, it makes using different contexts at the same time virtually impossible, which is why the AWTGLCanvas is still there, because it's the only part in LWJGL that allows for this, with the drawback of being bound to the awt event dispatch thread.