Hmm, the Type/Size versions are still available, are you sure you used the latest nightly?
Anyway, I'll add a Name version, I'll remove the String glGetActiveUniformARB(int programObj, int index, int maxLength, IntBuffer size, IntBuffer type) version and keep the String glGetActiveUniformARB(int programObj, int index, int maxLength, IntBuffer sizeType) one.
Btw, I don't see why glGetActiveUniform/Attrib are so popular, I've never used them in my projects. I guess they could be useful when you load external or user-defined shaders, but that's not really a common scenario. Also, keep in mind that with the example you mentioned you'd be doing 3 driver calls per uniform.