That would be interesting to know why you can not live with GLCanvas! On my side I avoid using GLJPanel which has the first 2-3 frames a bit darker than expected.
In the past I faced incompatibilities of JOGL canvases with Miglayout. This led me to create a fallback canvas based on GL rendered offscreen and image copied to a JPanel (more here :
https://github.com/jzy3d/jzy3d-api/tree/master/jzy3d-native-jogl-swing/src/main/java/org/jzy3d/chart/fallback). It is probably less efficient than using a real JOGL canvas, but at least it did not fail to resize with Miglayout! Maybe that can inspire you if you need a lightweight 3D canvas.