Thanks, funnily enough I'm trying out apportable right now.
The compiler seems a little stricter than default xcode settings as a couple of warnings in xcode became errors however they were trivial fixes. Only one bit of code seemed odd to me, it produced an error in CCPhysicsSprite saying it required an arc bridge to return the ChipmunkBody however this file had an arc exclusion flag set (my project in general is ARC). Anyway simple fix just seemed odd to me as xcode has no such issue.
I made a relatively simple cocos2d 2.1 project:
15 Physics Sprites / 15 Shadows
Custom Shape Loader (About 4 shapes per body)
1 Full screen BG (Single screen)
BatchNode for sprites
Custom velocity over ride per body
Was impressed it pretty much 'just compiled' out of the box and worked first time on device! The resolution was off (it didn't auto use retina, are some docs to look at) however pretty good for a first attempt and doing lots more than a basic hello world.
Performance seemed a bit disappointing, was fluttering around 48-60 FPS in both debug and release. This was on an HTC One X+ which is a fast android device.
Not sure how much NEON optimizations make for cocos2d/chipmunk as this is not supported in the basic version of apportable.