A couple of points:
1. Are you using the moai-dev branch for your build of the MOAI client on Android/iOS/Windows/etc? The reason is: there have been some bugfixes related to Android performance in the last few weeks, and maybe you've missed these? I seem to remember there being a critical bug fixed recently which changes the performance of the optimized GL pipeline (I'd suggest you check the Issues history of the moai-dev repo).
2. Performance with textures is not as 'evenly distributed' across the Android targets as it is with iOS. Whereas Apple have done everything they can to optimize the GLES1/2 pipelines on their platform, not all Android vendors follow suit - so it really depends not only on Android vs. iOS, but also "Android phone A" versus "Android phone B". When possible, try to test for Android on both high-end devices, *and* low-end devices - the differences in the GL ES stack implementation from both vendors can be, frankly, shocking and disappointing. You have to account for poor Android implementations in your test strategy - not so much with iOS, however.
3. Fonts can eat up your render pipeline cache pretty darn fast. I would say that a re-examination of the font-using strategy applied in your app would be beneficial - but do yourself a favour and test on more than one Android device before you dig in too deep on this issue - as you'll need such a test process to ensure your font strategy is working properly. There are tradeoffs between using a big texture-sheet generalized for 'all text', and creating a texture sheet with *only the glyphs you are using in your app* .. if you never use the symbol '*' in your app, for example, then exclude it from your texture sheet .. well, this is a lot of fuss and hassle, so thats why I say check your performance metrics against more phones.