I\'m having a hard time deciding whether to go with Quartz2D or OpenGL for an iPad game. It will be 2D mostly, but effect-intense (simultaneous lighting effects for 10-30 object
I will only answer Android related part of your question since I don't have any knowledge regarding Quartz
The biggest difference between OpenGL ES 1.1 and 2.0 is the programmable pipeline In 1.1 there is a default fixed pipeline, but in 2.0 the pipeline changed to programmable so you have to write youw own pipeline even to do some lighting. And there is a lot of time since your question, now Android supports OpenGL ES 2.0 with its framework API also alongside with NDK. For the usage rates according to Android dashboard; 99.8 % of Android devices support both version 2.0 & 1.1
http://developer.android.com/about/dashboards/index.html#OpenGL
P.S OpenGL ES 3.0 is introduced with Android 4.3 so these rates might be subject to change.
For Cocos2D related question in above answer, Cocos2D-X uses OpenGL ES 2.0 in Android so it is also high probable that Cocos2D for Android uses OpenGL ES 2.0, too.
use a framework that is cross platform
Cocos2d for android: http://code.google.com/p/cocos2d-android/
Cocos2d for iphone:
http://code.google.com/p/cocos2d-iphone/