Agreed... but at what cost?
Last I heard... Macs (desktops and laptops) comprise only about 5-6% of the PC market... let's assume for the moment that that same % when it comes to the PC of iPhone/iPod users.
While it's true that that still represents millions and millions of prospective users... who is more likely to switch to a Zune/Windows Mobile based device over an iPod/iPhone device? A PC user... or a Mac user?
Your average user on either side likely has some degree of investment in one side or the other through other purchased software (productivity & games)... as well as a familiarity and comfort that is no minor thing.
But lets say you are the guy making this decision... you've decided you are going to offer a similar/identical experience for the Zune on the Mac platform... and soon after your lieutenants come to you with a simple question “how are you going to pay for
it?” Are you going to cut features from the larger experience by moving existing developers to the Mac stuff? Are you going to raise the overall development costs (and possible retail costs) by hiring even more people? Or are you going to delay shipment of
your product even longer to get everything you want done... all the while risking falling behind of the competition? Keeping in mind the whole time that this is all being done in the hopes of being able to take some part out of a 5-6% bit of the market (and
pay for the development costs)... where the competition is already heavily entrenched.
So which will it be? Cut features, increase costs, or slip the schedule?
Instead I'd argue that all of that time and those resources would be better spent making the Zune on Windows experience even better than the iTunes on Windows, or even iTunes on Mac experience so as to secure your base even better than the competition has
over their own... then and only then... can/should you venture off and try to take some of their territory from them.