Android is hardly the perfect platform. The problem with Android is fragmentation. Not every device has the same capabilities, system specifications or even resolution. When you develop a "high-end" game for the Android platform you either have to make sure it runs on most or many devices or you simply keep certain devices out from the start. In that sense developing for the iOS platform is certainly a lot easier (but other things are much harder there in comparison of course).
And iOS devices are different how? Each generation of them has substantially different hardware specs. iOS is going to see similar boosts in hardware performance over the next few years, unless Apple keeps suing all their chip manufacturing partners

MechAssault was hardly a sales bust, or a terrible game.
Idk what the sales figures are, and I don't think MS ever released them for MA1 or 2, but MS is almost as bad as EA when it comes to milking IP and it's unrealistic to think they would have abandoned the series if it was selling at least somewhat decently.
it's possible that this game will be eventually ported to the Android platform, depending on the revenue they get on the iOS platform, I guess.
Games are almost never ported from iOS to Android, or vice versa, because they have to be virtually rewritten from scratch. iOS is Obj-C and Android is Java, the two have very little in common. If they go into this with the intention to support both then it's actually quite easy as there's programs specifically written to manage the codebases for interoperability but once it's been written for just one it requires about 70-80% of the original development time to port it.
Hence my beef with this iOS-only outlook.