> Are you comparing it to the iPhone here? Yes, the iPhone has some limitations but it's nowhere near your 100:1 ratio.

Don't get too hung up on the ratio.

> Actually, there isn't that many limitations honestly.

Followed by a list of limitations and caveats.

Actually, I'd argue the opposite, the iPhone can currently do many things that an Android can't do...things that I'd really like to do, like play Katamari Damacy (lest you think I'm trivializing, I have a serious soft spot for that game)...I think it's not hard to make a compelling case that in terms of software availability and general quality, the iPhone trumps the Android hands down at present.

However, I think that it's also easy to argue a few other related points, the Android phones are simply shipping with a better out-of-the-box user experience in terms of capability. Sure one can purchase a variety of add ons and pay for some subscription services and eventually bring the two phones to parity at a cost. But that doesn't exactly disagree with that point then does it?

And while there are certainly more apps in the iPhone store at present, the Android Market really is the domain of hobbyists more so than the iPhone app store. This is good and bad, in the Android marketplace, I think it's possible to find more hobbyist style apps at $0 that provide pretty good add-on functionality for the phone for no cost whatsoever. Like the tri-corder app which really is quite cool and has no equivalent on the iPhone. The difference between market opportunity and buyer habit between the two stores is often brought up here on HN. I think the Android platform draws its strength from this in many ways.

However, it has a downside in that the equivalent apps on the iPhone, ones that you have to pay some nominal fee for, really do tend to be of a higher production quality than the Android. And that's normal, professional paid software just tends to be of a higher production quality than hobbyist derived software. Perhaps in there's not much difference in functionality, but if I make money on my iPhone apps, I can afford to hire a graphic artist instead of using much maligned "developer art".

>Also, regarding "look/feel good", it sounds like you feel that the iPhone is still a status symbol.

Not at all, I'm simply saying exactly what I'm saying.

If you'll allow me to make a very labored analogy: A Honda Civic and a Mini Cooper (bear with me, I'm trying to use functionally equivalent cars) perform about the same, but you'll look better in the Mini. However, the backseats in the Mini kind of suck, so I can't really use it for four adults as well as a Civic, and because it looks nicer I probably don't want to load a bunch of mulch or yard equipment in the trunk of my Mini. And the operating costs of the Mini are higher than a Civic, it's less reliable, harder to find qualified technicians, has more specific fuel requirements, more expensive to do body work on and takes longer to find parts, whatever etc.

But (and this is a big but for all the Mini owners of the world) you'll look better while sitting in traffic and the key fob is really cool. The Mini is no more a status symbol than the Civic is in the same way an iPhone is no more a status symbol than an Android phone is. You just get what you want and that's that.

The relative capabilities of the two platforms in terms of software availability is the one area the comparison of iPhone:Android::Mac:Windows falls down. There simply is more and better software available for the iPhone, it's just that it doesn't ship on the device. The stuff that ships with an Android phone simply makes it a more capable phone from the time it's first powered on. And in some cases, there simply isn't an equivalent functionality available for the iPhone (and likely isn't going to be one due to Apple's strategic policies).