Ok, I fixed a bug that could cause LWJGL to confuse pixel formats and allow the GDI renderer even though only accelerated formats should be used. The fix won't help you much though, since all it does is properly detect GDI and throw an exception on the first paintGL().
I believe the real problem is caused by the fact that you set the AWTGLCanvas position outside any screen coordinates (the gameWindow.setLocation(-1, -1, 1, 1) part). You'll need to find some other way to overlay AWT stuff, I'm afraid.
- elias