Hi,
The dev area for iOS has a very good site about performance and tips using OpenGL ES. Nearly all can be applied to a Java coded Android application, except for VAOs.
I created a game with hundreds of draw calls per frame, without VBOs for Android 2.2 compatibility, and it's playable even on older devices (20 fps on the aging HTC Desire on low quality, 60 fps on Galaxy S2 on max quality). How many draw calls do you have per frame?
Regards,
Rubén
Male