Well, I got the VA and VBO working and didn't gain any performance improvements over my Display List.   

Below is my VBO test 
Code:
float[] xyz;
float[] rgb;
FloatBuffer f;
FloatBuffer c;
void initEdges(){
  int count = 0;
  xyz=new float[2*3*Edges.length];
  rgb=new float[2*4*Edges.length];
  Edge e1;
  Node n1, n2;
  float z1,z2;
  
  for (int i = 0; i < Edges.length; i++) {
    e1 = Edges[i];
    n1 = e1.n1;
    n2 = e1.n2;
    xyz[count*3]=n1.x;
    xyz[count*3+1]=n1.y;
    xyz[count*3+2]=n1.z;
    rgb[count*4]=e1.c.c1;
    rgb[count*4+1]=e1.c.c2;
    rgb[count*4+2]=e1.c.c3;
    rgb[count*4+3]=linealpha;
    count++;
    xyz[count*3]=n2.x;
    xyz[count*3+1]=n2.y;
    xyz[count*3+2]=n2.z;
    rgb[count*4]=e1.c.c1;
    rgb[count*4+1]=e1.c.c2;
    rgb[count*4+2]=e1.c.c3;
    rgb[count*4+3]=linealpha;
    count++;
  }
  f = ByteBuffer.allocateDirect(8 * xyz.length).order(ByteOrder.nativeOrder()).asFloatBuffer();
  f.put(xyz);
  f.rewind();
  c = ByteBuffer.allocateDirect(4 * rgb.length).order(ByteOrder.nativeOrder()).asFloatBuffer();
  c.put(rgb);
  c.rewind();
}
 
 Code:
  gl.glLineWidth(2.0);
  gl.glEnableClientState(GL.GL_VERTEX_ARRAY);
  gl.glEnableClientState(GL.GL_COLOR_ARRAY);
  gl.glVertexPointer(3,GL.GL_FLOAT,0,f);
  gl.glColorPointer(4,GL.GL_FLOAT,0,c);
  gl.glDrawArrays(GL.GL_LINES,0,f.capacity()/6);  
  gl.glDisableClientState(GL.GL_VERTEX_ARRAY);
  gl.glDisableClientState(GL.GL_COLOR_ARRAY);
 
Here is my VA  
Code:
FloatBuffer vbuffer;
FloatBuffer cbuffer;
int edgeList;
void initEdges(){
  int count = 0;
  for (int i = 0; i < Edges.length; i++) {
    if (Edges[i].enablecat == true) {
	count++;
    }
  }
  edgepointer = new int[count*2][3];
  Edge e1;
  Node n1, n2;
  int z1,z2;
  count = 0;
  vbuffer = BufferUtil.newFloatBuffer(Edges.length * 8);
  cbuffer = BufferUtil.newFloatBuffer(Edges.length * 4);
  for (int i = 0; i < Edges.length; i++) {
    e1 = Edges[i];
    n1 = e1.n1;
    n2 = e1.n2;
    vbuffer.put(n1.x);
    vbuffer.put(n1.y);
    vbuffer.put(n1.z);
    vbuffer.put(n2.x);
    vbuffer.put(n2.y);
    vbuffer.put(n2.z);
    cbuffer.put(e1.c.c1);
    cbuffer.put(e1.c.c2);
    cbuffer.put(e1.c.c3);
    cbuffer.put(linealpha);
  }
 
  vbuffer.rewind();
  cbuffer.rewind();
  gl.glLineWidth(2);
  gl.glEnableClientState(GL.GL_VERTEX_ARRAY);
  gl.glVertexPointer(3, GL.GL_FLOAT, 0, vbuffer);
 
  gl.glEnableClientState(GL.GL_COLOR_ARRAY);
  gl.glColorPointer(4, GL.GL_FLOAT, 0, cbuffer);
} 
 Code:
    gl.glDrawArrays(GL.GL_LINES, 0, Edges.length);