I think a lot of this comes down to exactly what you're doing. For instance, if you're doing networking, getting fancy with the camera, or doing even slightly low-level OpenGL stuff, Android's likely to be more painful, especially in terms of testing, and old-version quirks.
Fun minor example; before Android 4.3 or so (and only about 25% of Android users are on >=4.3), if, using the default HTTP library, you make a request to a server that uses HTTP compression, and the request returns a successful no-content result, like 204, that'll trigger a null pointer exception in the guts of the HTTP library. There are lots of these quirks; by themselves they're minor, but they build up.
With things like the camera, it's worse, as vendor customisation comes into play.