Basically, I hacked up the original GLSurfaceView to solve a very specific problem: I wanted to go to different Activities within my app without throwing all of my OpenGL state away. The major change was to separate the EGLSurface from the EGLContext, and to throw the former away onPause(), but preserve the latter until the context is explicitly lost. The default implementation of GLSurfaceView (which I didn't write, by the way), throws all GL state away when the activity is paused, and calls onSurfaceCreated() when it is resumed. That meant that, when a dialog box popped up in my game, closing it incurred a delay because all the textures had to be reloaded.
You should use the default GLSurfaceView. If you must have the same functionality that mine has, you can look at mine. But doing what I did exposed all sorts of awful driver bugs in some handsets (see the very long comments near the end of that file), and you can avoid all that mess by just using the default one.
Chris