I don't know if I have a good answer here, but go for a good game and no cash grabs even if it's free. The players will appreciate it more. I think you've proved yourself enough to make a good ass game. Now, if you're really trying to make money, go for the cash grabs lol. Otherwise, I worked on Dodger Dog for like 3 years of my life and put it up for free with no marketing and no adds (granted its all on desktop), and I think I've got like 20 downloads

So there's that.
More than anything else, I HATE those games that are all in app purchase... I can think of a few examples where there is a fun game that is buried under time constraints + upgrading time etc..
In terms of model, I come from shareware days. I'd rather tempt people with the first segment.
Anyway; since I want to first target android, what is tricky is the on screen controls they rarely get handled well or get so simple that it hurts gameplay.
With an RTS style, can really take advantage of the touch screen controls.. except the overall complexity and balancing going up big time.
Time wise, I know that I'm looking at a long-term project, and ultimately, and the budget being little more than my time.
What I've been working on was an RPG framework that, holy ____ I did not expect the complexity level... so much you take for granted. That's effectively done in that it is playable; but most characters conversation is "this is a test"... never had intention of making it complete (stolen assets). Just to cover the last areas that I felt would be better to know before tackling a serious project that was to implement what was learned.