NativeDXT1A images do not work at all because the GL texture load function considers them as uncompressed, thus using the regular entry point causing a GL error. It occurs in both LWJGL and JOGL mode.
In TextureStateRecord, edit the isCompressedType function like so:
public static boolean isCompressedType(Format format) {
switch (format) {
case NativeDXT1:
+ case NativeDXT1A:
case NativeDXT3:
case NativeDXT5:
return true;