Contracting out the task looks like the way to go, at least for those with a financial interest in LWJGL on OS X.
We'll need someone who has the following skills:
Solid Knowledge: C, Java, Objective-C, JNI, Cocoa and OpenGL.
Basic Knowledge: SVN, ANT, Carbon.
In-depth knowledge of Cocoa and its threading model is required as it is pretty tricky to get a standalone Cocoa app running through JNI plus we probably want the application to be nibless (to at least allow easy building on the nightly server). Knowledge of OpenGL with both NSView and CALayer(NSOpenGLLayer) is recommended. NSView will probably be the main way to render but we'll probably want the CALayer option too to allow embedding in AWT (for stuff like Applets, Display.setParent, etc). There is already a surprising amount of Cocoa/Objective-C in the current code base so should be useful in some way.
The LWJGL Display does do a few things which are not supported by the Cocoa API (like mouse grabbing, etc) using the Carbon API, these bits can just be reused from existing code base to keep the functionality. Knowledge of OpenGL contexts is also vital as that part is mostly done in C in LWJGL to allow code sharing between platforms. So mostly it will be a task to replace all the AWT window parts with a pure Cocoa window implementation.
Target Platform: Support for OS X 10.5+ on both 32bit and 64bit systems (time we really dropped PPC, OS X 10.3 and OS X 10.4).
I reckon someone with enough skill should be able to wrap it up in about 2 weeks, thereafter idling for a few weeks on the forums to fix any reported bugs.