I've tried out some interesting changes I made to my copy of LWJGL 0.99, and I've created a build in which every call to GL methods (except those between glBegin and glEnd) checks for GL errors after it completes - so it'll save all that hassle with invalid enums and suchlike. Anyway, the code and a modified lwjgl.jar is at:
http://www.chaosdeathfish.com/lwjgl
If you unjar the patch over the 0.99 source that should give you everything you need. You need to call ant with:
-Dgenerate=-Ageneratechecks
to generate the debug build. Anyway, hope it's useful!
-CDF