Again, optimization it the key here. Think like consoles vs PC's here, AMD vs Intel, Mac vs PC vs Linux. Things work differently and you can't expect it to be the same for a number of reasons.
Also, how many kinds of iPhones are there? A handful. Dev's have one platform and a single bar to meet.
How many different kinds of Android? Thousands. Android dev's have to support a plethora of different hardware and software configurations.
I would express my concerns to Gameloft if I were you. Maybe in a future update they can fix your issues. But I strongly doubt this is a hardware problem, nor is it an Android problem.