I work for an app company and can verify his comments.<p>Apple has done a great job at getting its users to pay for apps. They've done this via:<p>1) Encouraging Developers to not price free apps (this happens sometimes in review, in their literature, etc.)<p>2) Capturing device owner's credit card info at the start (so buying an app is frictionless)<p>3) Removing low-quality, buggy, copycat, and junk apps from the store via their review process<p>Google, on the other hand, has done just about everything wrong if you want to make money from paid apps. I suspect this is because Google wants to make money via in-app ad impressions and with free apps that's the only way you can make any money (in-app purchasing notwithstanding).<p>1) No review encourages spyware, copycat apps, buggy or broken apps, etc.<p>2) Android's "return policy" (which has since been tweaked) encourages people to pirate apps anyway (it's super easy to do so)<p>3) Initially (I'm not sure if this is still the case) you could sign up for a market account without a credit card, thus leading to a lot of friction when it came to paying for an app (entering your CC information was a royal pain).<p>Also, I share the frustration with the internal v. external/removable storage problem. Our apps are traditionally larger (content-centric, with lots of high quality images, audio, video) and have always ran into problems with Android devices' limited on-board storage.<p>This was purely a cost decision by Google and a profit decision by vendors/carriers as vendors wanted to produce devices as cheaply as possible and make a killing on SD cards - sell a device with xxxMB storage and no SD card, then force the consumer to go out and buy an overpriced SD card (usually at point of sale).<p>This all makes Android a developer-hostile environment; yes it's easier to initially get setup on Android (no provisioning profile, etc.) but it's all pain after that. If I had a choice, and didn't make cross-platform apps w/ PhoneGap, I'd write iOS apps first/only.