Don't be confused by the date on the LWJGL post — its release date was June 3rd, as mentioned later in the thread, not February 27th. It looks like they disabled edit timestamps. Regardless, Lightweight Java Game Library (LWJGL) 3.0.0 was just released, which is a library that binds Java code to APIs that are, normally, not directly accessible through that platform.
To be clear: LWJGL is not a library like, say, Qt, which simplifies common tasks into classes. Its goal is to connect you to whatever API you need, and otherwise leave you alone. Unless you're the type who wants full control over everything, or you're actually making a framework yourself, you will want to use existing frameworks, engines, and/or middleware for your projects. The advantage, of course, is that these frameworks, engines, and middleware now have access to newer APIs, and can justify deprecating old features.
This release adds Vulkan support, which will provide a high-performance (and high-efficiency) base to abstract many other graphics and GPU compute tasks on. DirectX 12 and Vulkan are still being worked on, as an industry, but its mechanism is theoretically better, especially with multiple threads (and multiple graphics devices). They basically add a graphics layer to a GPU compute-style API, basing everything on lists of commands that start and end wherever the host code desires.
While Java has been taking a massive hit in public opinion lately, it is still a good platform for some applications. Gaming seems to having a resurgence of native APIs, especially with “AAA” engines becoming available to the general public, but more frameworks isn't a bad thing.