Dead wrong. Qualcomm 8250 is the only chip that WP7 strictly supports for now. Texas Instruments asked Microsoft to support OMAP6 before and Microsoft turned them down.
WP7 is going after a tight game console like environment. In such an environment, even the speed is tightly controlled and stable since upping the speed can break the game play.
Nope. You are resolution dependent if that's the style you code. Resolution independent coding is possible and that's how desktop programs are done. You can have an app that will run a wide range of resolutions by not hard coding specific values into display coordinates; that coordinates are based on virtual values which the OS can replace; declarations of resolution support are based on virtual values like High_Density instead of WVGA.
Honestly, if you take Angry Birds on Android, optimized to run on 800x480 resolution, without any testing, it would run on the Samsung Galaxy Tab, full screen, with 1024x600 resolution. I already tried this. Played many levels. No problem.
The problem of WP7 updates, that HTC, Samsung, Dell and all the players cannot make minor bug fix updates to their separate and own handsets. They do that on Android all the time. Non Android OS per se related updates. With WP7, all the bugs in all the WP7 handsets has to be collated into one big patch, which is released to solve all these problems. You still get the bug fixes meant for the Dell Venue Pro even if you own a Samsung Focus.
That's because to get Android Market, the maker has to do two things:
First join the OHA or Open Handset Alliance. This makes sure you are not a fly by nighter.
Second, the device has to pass through a series of strict compatibility tests.
Third, there is a device minimum and specification, that includes camera, GPS and so on.
You don't meet that, you don't get the Market.
WP7 doesn't scale at all. It doesn't have a tablet version. Microsoft plans to port Windows 7 to ARM for tablets. If you got both tablets and smartphones, you can write one app, then include declarations so the OS knows what to do if that app runs on that device. Or you can write one app, then make variations to suit smartphone and another for tablet. Tablet and smartphone are reinforcing each other's ecosystems.
Wrong. You write an app on WP7, it won't work on Xbox 360. Doesn't matter if you write it with XNA. The graphical abilities are totally different and they don't even have the same graphics and CPU architectures.
By the same token, iOS and Android are already sharing one mega ecosystem. Once you start going native bypassing the Dalvik VM, you're dealing with Linux and Unix and for graphics, OpenGL.
Have you figured out why Firefox for Mobile is being developed in parallel on both Android and Maemo? If the update comes, it is simultaneous on both?
Have you figured out why Angry Birds are found in particular to iOS, Android, Symbian and even WebOS. Now even PS3. Have you figured out what all three have in common? OpenGL.
All of Apple's platforms are based on a single OS, of which they are two variations, MacOS and iOS. But the underpinnings of the two are the same. That's not true with Windows CE and Windows desktop.
Android has no need to scale down to the range of S40. All the low end Android hardware platform has to do is go down in prices. Android is already very viable in the now current low end of ARM11 powered smartphones.