One of our games, Avadon: The Black Fortress, came out on Android recently. (It's also on the Amazon App Store.) The experience was very tiring and time-consuming, and it will great outside support (such as the Humble Bundle wanting to help with the port, as they did with Avadon) for us to go through it again. If you are a small development house without a hit big enough to get the attention of the big boys at Google and Amazon, it's really hard to summon up the resources to deal with the things that make Android so tough to develop for.
And what are those "things"? If people are interested in a developer's view of the Android situation, the Penny Arcade Report had a really good article on why one dev is avoiding the platform. It's only describes the beginning of the problems, but it's a very good start.
(If anything, the article sells short how many devices there are out there, each with their own weird quirks and bugs, and how much extra testing and debugging time you have to spend dealing with the mess. It's even harder when you write games for tablets, like we do.)
The comments on the post are very worth reading, as they provide a classic example of how evangelists for a platform can be capable of erecting a Reality-Dispersal-Field, through which not even the hardest facts can penetrate.