He was also talking about "better" devkits - i.e. the Cell + G7x. Those configurations were far closer to the final system than the G5 + X800 kits for 360.
From a PC developers point of view, yes.
For the most part the main difference would be doing all the texturing from the 256-bit bus of the graphics board in the early dev kits, but then moving some of that to main RAM on the final kits if need be.
Again, if you develop as you do on PC, then yes. But if you were to play to the whole flexio's strengths, were going to use the Cell to be integrated into both ends of the graphics pipeline, then I'm not so sure. Ultimately the 360's architecture didn't get incredibly more complex from the early devkits, other than in terms of having to deal with tiling, which is why most just chose not to and sought solace in the arms of Ana instead. The 360 ultimately is about two things - optimising use of the 3 cores, and optimising the use of the Xenos' unique tiling/EDRAM architecture.
I hold my point that the PS3's architecture in many ways is far more foreign, but it all comes together in a way that simply wasn't available in the early devkits, and therefore early development resembled developing for comparatively 'weak' PC hardware, with very immature tools.
The reality is quite simply that PS3 development is behind on the 360's development. You can claim whatever you like, but Sony's platform is behind on the 360's in terms of development by a considerable margin, especially when taking into account the different technologies embedded in the two. The PS3 has the sixaxis, the Cell, the split memory architecture, Blu-Ray, and was slow in making APIs available for the sixaxis and online stuff. The 360 has mostly the tiling to worry about, but that problem was easy to mask through Ana, but did not otherwise introduce a lot of new stuff, and what was introduced was well-supported (again, except tiling). The 360 has made the lives of developers easier than the PS3, and is being handsomely rewarded for it. There is absolutely no need for arguing that PS3 developers had a head-start, except perhaps when it came to programming the shaders in the basic GPU side pipeline.