Unless you have worked on developing mobile apps (as I have), you also really have no grounds to stand on. With iOS development (especially using XCode), it is relatively simple to code once and publish to multiple devices. A lot of the device-specific callouts (based on screen resolution, SoC, etc.) can be generated via XCode at the time of compilation, which is a massive time saver. On the Android side, you're essentially facing the same obstacles Windows developers face, since there are so many variances in hardware, OS version, screen resolution, processors, etc. And that is before even taking into account alternative app distribution channels, the Amazon App store (which is a forked branch of Android sans Google apps and services), Samsung's Galaxy Store, Chinese alternatives such as Tencent and whatever Huawei is cooking up this week. Most developers are going to focus their limited development resources on areas most likely to generate revenue. For the bulk of mobile developers that will be iOS, simply because the iOS userbase is more likely to both purchase apps and make in-app purchases (pay-to-win BS such as Clash of Clans notwithstanding).