Maybe that analysis is useful to you as well? Just so you know, it's probably out of date by now, so you might want to double check some of my claims. For example, the C library for GLFW doesn't use atexit() anymore (which is a good thing).
Getting back to your question: As I recall, it's better maintained, lighter weight, and it has better dependencies. With GLFW-b you can use either OpenGL or OpenGLRaw, whereas GLFW depends directly on OpenGL. The main drawback, for me, is that GLFW-b doesn't support fonts.
My proposed solution to that was to make a binding to the freetype2 library (you can find my binding on hackage/github). I never really finished that project. The binding should work but it's very low level. A few people have sent me example code they wrote to use it with OpenGL. It's really something I should finish :) The other cool thing about using freetype for fonts is that you can easily make it part of a rendering system that doesn't use any OS rendering libraries (eg., add font support to a ray-tracer).
Jason