... but your logic is all wrong. Even if Android makes less than iOS, a game on Android *and* iOS makes more than just iOS
I think you'll find your logic is a bit wonky here.
You've already said Apple give you a bunch of libs to work with, add to that a lower number of device and OS combinations to target you've got a relatively easy target area to hit to get your game out.
Android development, however, is a clusterfuck of bullshit and hate and generally takes more effort than the iOS version and for less return. Maybe it's a little better if you stay in Java land but if you are complaining about Apple's stuff then its logical to assume your theoretical developer is using C++ to at least cross platform as much as possible, at which point... ahahahahahahahaha.
So unless you are CERTAIN your Android version will make back the extra to cover the costs of development it might not be worth it. Higher revenue doesn't always equal higher profit after all.
However, as noted, mobile is a death march with most games and apps making basically nothing and certainly not enough to survive on, so even if you target both unless you've got a killer app AND you get lucky then you are unlikely to make any money regardless of where you publish your stuff.
I think the wonky logic is presenting opinion as fact, as so often happens when Apple is involved. I've got nothing against a company making their own API, but Android development is just fine in my opinion (I've done C++ as well as Java), for starters it can be done without only owning Apple hardware. IOS now has more than enough different devices with capabilities, sizes, aspect ratios, resolutions that the "only one device to target" benefit is _long_ gone; there are also still different OS versions (old devices just get labelled with an OS that has the latest version number, even if it doesn't have all the functionality of the real latest OS). (Perhaps people on Android can't spend as much, because things are only released for the minority of iphone users.)
Of course there are pros and cons to each platform, but with it hard to make money on mobile, that works in reverse too (is it worth the cost to port something to IOS, unless you are CERTAIN). As a consumer it's a good thing when prices are lower.
Though for people using game engines, my understanding these are mainly cross-platform already, and they can add support for all available APIs, making this a non-issue, and the debate about which platform to support is off-topic to this.
More generally though on API politics, I note how for years we've heard that one must support OpenGL because "MS is evil", "cross-platform is good in principal", "we can't possibly forget that 3% of Mac users". So it is not unsuprising that Apple get some of that flak that, especially when that 3% of Mac users is now a billion or more active Android devices. I remember fears of the death of OpenGL years ago with the disappointment over Longs Peak.
Maybe things are worse now for OpenGL on PC platforms, but it's not like the Mac 3% gaming share was huge in the first place.
"Nobody complains about an API being Windows only"
Did you manage to miss 10-15 years of DirectX vs OpenGL flamewars? It's hard to quantify who gets more criticism, but it's not uncommon to see people criticising Windows for being Microsoft, evil, anti-competitive etc - and then you find out they're an Apple users. Or how we get an uproar because something doesn't support the single digit percentage of Mac users, but only supporting the minority Apple phone users and ignoring Android is fair game (this most commonly happens with free applications for a website or service, so the revenue argument doesn't apply) - and heaven forbid someone should support the single digit percentage of WP users.