Most (but not all) Android phones being produced today support OpenGL 2.0 - even so, there are lots of tricky differences.
The obvious one is different screen sizes and resolutions. This can be a challenge, particularly for 2D games. You need either different versions of artwork, resolution independent artwork (through 9png, vector graphics, or something else), or to accept that your art is going to be stretched on most phones.
Additionally, different combinations of GPU/screen size have vastly different performance characteristics. A phone with a 720p screen might very well have the same GPU as a phone with an 800x480 resolution screen. Guess which one performs better? This requires a lot of testing, as the stereotypical "low end phone" might actually perform better than the latest and greatest with a giant screen.
Phones also differ, and sometimes greatly, based on the graphics chip/driver. HTC phones often don't preserve framebuffers in the way most other manufacturers do.
There are many more: non-po2 textures, compressed texture support, different context preservation behavior based on phone and OS version.
Games may not be the stereotypical application here, but they're a huge part of the market, and Android fragmentation has made developing performant, good looking games much more of a challenge than on iOS.