I apologize if I displayed any apparent frustration. The poster in question is someone who likes to disagree for the sake of disagreeing. Lately, I've generally just ignored him.
I'll clarify my point. If you write a game for a 240x480 resolution, and it's run on a 480x800 display, this scales easily, and Android does it. If you, however, try to run the same app on a Droid X, which is 480x854 (a different aspect ratio), the game will have issues due to Android's poor and incomplete built-in scaling. The developer has to either tell the game specifically how to scale, or (as in the case of most games), alter the game's user interface to fit that resolution.
iOS deals with 1 aspect ratio and two resolutions. You can either code for low-res and let the OS scale it, or code for both. Alternatively, you can code for high-res and just ignore legacy devices.
Android currently deals with 3 aspect ratios and 6 resolutions (soon to be a few more, not counting tablets). It's not an "either/or" choice for the developer. It's a lot of extra work, which is why this is the hardest part of fragmentation.