Good post : )
I strongly disagree to the Android thing.
The most important decision you can make, when undertaking the task of creating a game (or any other large application for that matter), with a very little team, is choosing the best possible tools.
While this for some might be C++ on a Window Box, I personally think ObjC on a Mac, is vastly superior, and I would NEVER start a project of my own in cocos2d-x. Not because cocos2d-x is bad in any way, but because I think C++ is an old, piss poor, language.
As for monetisation, it is highly unlikely that you will ONLY make money, if you have a cross platform version. There might be a few exceptions, but in general, starting to plan for cross platform, is a wrong decision for anybody but the large companies.
Making a game is complicated enough as it is, so choose the absolutely best tools in stead, and do not worry about cross platform, unless it comes for free.
And that is why Apportables original idea was brilliant, and why they found investors.
The same day they told me, that they had dropped the idea of making a one click Android converter, and in stead opted for an editor (SpriteBuilder) as platform, I immediately knew it would be the beginning of the end. And as I predicted, they failed to attract new investors, because, while SpriteBuilder was not all bad, it was far, far, far from being the best tool available.
So bottom line is.
If you have a great idea for a game. Only know iOS. Thinks Android is a poor platform, and wants to make something great, cocos2d-objc is still one of the best choices you could make.