@Dropbear - do you love your job so much that you would take on a project knowing that there's a high chance that you won't get paid anything for it?
Because this is exactly what that sort of attitude is saying to indie devs: "make me the best game you can, but don't expect anything in return for your efforts, and if you ask, I'll go elsewhere." This is why the fremium and in-app-add models have risen to the point where they are now abused so thoroughly.
Developers are starting to realise that highest market share does not equate to best platform to target. As I've said before, while Android has about 85% market share, once you factor in that 90% of apps installed are pirate copies (search for "Android Piracy" and apply the median value), it becomes obvious that only 8.5% of the smartphone market can be designated "return-making Android" - less than that of iOS, and only about three and a half times that of Windows Phone. Add to this a huge maintenance overhead (thanks to the massive number of combinations of device, OS version and screen resolution) and low chance of discoverability due to a flooded app store (brought about by a low joining fee and no pre-publishing security/quality checking), and it becomes very unappealing. And this is before the slap in the face of "yeah, your app is good, but I'm not paying for it, go back to your day job".
Yes, I know this is going to attract a load of downvotes - but then the truth hurts. I'm also not advocating Apple's app store process as perfect - in fact by my reckoning, it goes way too far the other way, and I'm waiting for them to require a retinal scan before allowing you to publish.
But I thought that the whole point of Android being "open" was to make it easy and attractive to developers... too bad that this "ain't gonna pay for your hard work" is now starting to drive us away.