Oh, lastly, I have to disagree that using JOGL "directly" has to defeat usability.
Look at what GLGraphics is doing. It's really an attempt to solve exactly this problem.
http://users.design.ucla.edu/~acolubri/processing/glgraphics/home/examples.html
Secondly, if there are JOGL calls people are tending to use, those can be wrapped into libraries so that you can retain readable code.
Lastly, for a different platform altogether, check out what jReality is doing with the JOGL renderer. They're doing incredible, performance-taxing stuff ... and they have a scenegraph, which Processing lacks. (OpenFrameworks, too, though I gather some people have tried using OpenScenegraph with OF?)
http://www3.math.tu-berlin.de/jreality/
(I'm doing more with jReality, so it may be possible to pull some components and make a library for Processing, too.)
Faster/slower always makes me shiver a little bit, because it takes out all of the other elements of what you're actually trying to do and what might help you pick the best tool for the job. I'm looking at Processing.js for certain tasks, now, for instance, because load time matters more than baseline performance once you've started. And whatever the JS people say, a lot of that stuff is quite a bit slower even in the new implementations in Chrome, Safari, and Firefox.
That's not to say it doesn't make sense to look at performance, though, and pick and choose, and now that you can set up Eclipse with OF and Processing and Processing.js side-by-side...