MakeGamesWithUs developer here. Your point about the required computer is fairly valid, but you could get away with having a early-2009-generation computer, or with the cheapest Mac mini ($600).
If you were truly strapped for cash, an iPhone/iTouch device is not actually necessary given the iOS simulator. And we'd totally be willing to test games on our in-house test devices if a developer doesn't have an actual device. Ashu, the guy who wrote the blog post, actually developed his game before he got his first iPhone.
Developers also don't need to worry about the license, as the game is published through us.
I'd disagree with your point about Objective-C. Firstly, automatic reference counting (ARC) mostly eliminates the burden of memory management. Also, learning the language is a requirement if you're at all serious about getting into mobile game development or mobile development in general. Any serious mobile app/game on the market HAS to have an iOS version.
While Android certainly has greater market share than the iOS, the fact is that Android has lots of device/OS version fragmentation. Greater proportions of iOS users, on the other hand, tend to upgrade their devices. This makes us comfortable enough to drop support for devices older than the iPhone 3GS and not have our developers worry about backwards compatibility (the new iPhone 5 screen is a non-issue).
People have also found that despite lower market share, iOS versions of the same game offered on Android usually gross more revenue.
That being said, we are definitely moving towards publishing on Android soon.