What your trying to say is that leading on the PS3 and porting to the X360 gives you a better results, than leading on the X360 and porting to the PS3. The relative ports that is. The X360 version does NOT get better by leading on the PS3 vs leading on the X360, that much is obvious.
This has been discussed very often, and there are two important points here. The first one extensively discussed was that developers who lead on PC/360 typically tend to write a certain somewhat outdated programming style that does not center around data-streaming. The 360 is better at running this kind of software even if it's simply because it's easier to distribute different tasks over the three homogenous cores. You can't get away with this on the PS3 as easily as on the 360, as you'll run into performance issues and you'll be forced to go for a better (for instance streaming) model sooner. However, this model also gets more performance out of the 360, resulting in (hopefully) a better product. Depending on what your goals are, this may eventually lead to a better value for your programming bucks. Which leads to ...
Now, since all devs are constrained by budgets, and PS3 development is more complicated and whatnot, it makes sense to consentrate your efforts on the platform that sells the most games aspecially, when this platform also is the easiest to makes games on.
You need to see this in the context of where the biggest part of the budget needs to be spent. If I've understood correctly, these days typically more than 75% of the budget is spent on art-creation, and only a very small part of the budget is spent on engine design/hardcore programming.
And it doesn't stop there either. Typically programming work on the second platform is allocated a lot less time to, because you don't have to reinvent the wheel - the actual structure of the game and logic and so on, most of that has already been figured out by the first team. The second team only has to translate this to another platform, a job to which traditionally a fraction of the developers will be assigned.
Currently, the ratio between PS3 and 360 worldwide is 15 / 20. Say that it takes you 25% of your budget to increase your market by 75%, then that clearly increases your chances on making a healthy profit.
Now what has been a problem is that the effort needed to bring a game to the PS3, particularly when your programmers come from a PC style programming background, is more than just a handful of port-guys. Particularly when you start working on this too late in your cycle towards release time, you're going to spend a lot of extra money and run out of time. This leads to a product that will potentially sell less on your second platform than it could have.
To make a long story short, good planning when you start, and recognising the effort required for the PS3 in time, and using that to design engines that make better use of consoles in general, and the PS3 in particular, makes you more money.
There are a few other factors in play here, but I think if you look around, you'll see that publishers are picking up on this and you'll see things are already changing.