The only obvious CJS advantage for Android is that it is 2.3+ whereas Intel XDK/Crosswalk is 4+ so CJS can reach more devices.
It's probably better now with lazyload/memory management with their updated CJS plugin, but I haven't tried. Before, it was horrible for large C2 games because it loaded everything on startup, taking a very long time and a lot of memory.
I have no issue with XDK, in fact, its great, my games run very well and I use a lot of particles, webgl shaders and multi dynamic faction AI:
https://play.google.com/store/apps/deta ... lite&hl=en
I would have to admit with C2/XDK, its definitely the case now that one HTML5 code-base even for a complex PC game, can run very well on Android too. The mobile version of my game is identical to the PC/MAC version in texture quality, number of units, particles and effects. As an added bonus, it also works on x86 mobile devices!
**On iOS, definitely with the new and improved CJS with JIT support will be the way to go.