That's my point, we can't have true support for the time being.
I have this implementation lying around, it has been tested extensively for many months and I had it running on a high-end ARM-based device. The code works and it is indeed very easy to cross-compile to ARM, assuming you have a proper toolchain available. Now, that project has been cancelled and I got permission to use the code in LWJGL and that's all I can offer atm. I don't have access to the hardware or toolchain anymore, so in the best case I can do tests on x86 using a desktop ES emulator.
I'm hoping that someone else will jump in and properly maintain this, with access to hardware, etc. I'm not sure how easy it's going to be to produce an ARM build that works on more than one device out there (don't forget about audio/input too). The toolchains are constantly being updated, we're going to have Windows on ARM soon, it's going to be a lot of work (and testing). Anyway, I'm guessing that people that genuinely want to deploy applications using LWJGL ES will want to build on their own (e.g. to add support for custom input controls for their target device).
So, I'll try to incorporate my code in a way that allows someone to easily build this for ARM and also make sure that it doesn't interfere with the rest of LWJGL. Sounds good?