Submitted to App Store yesterday, let's see how it goes; now it's time to wait for their review and, hopefully, approval.
Apple submission is a lot of work, because everything must be done their way; a small example would be the video. In Android Play Store, you just link to a youtube video. Here you have to upload a video that meets a long list of specs, including things like audio encoding bitrate, sample rate, FPS, resolution, very short duration, etc. Of course you must submit separate screenshot/videos for separate device resolutions in their store. Yeah, they're like that. Every little thing you do ends up taking a long time.
Development-wise, it has been a bit of a hell to integrate the Google APIs (analytics, games services) into an iOS game that strives away from "official" Apple development. APIs are well documented for Objective-C and Swift developers, but obviously not at all for crazy people developing in Java and then using RoboVM to compile it into Objective C. In particular cloud saving has given me a lot of trouble, but now it works fine. You can even move your game between android and ios. But aside from those small things that have taken 10-12 days to take care of, LibGDX + RoboVM have lived up to their promise of seamless cross-platform development and deploy.
Now if you excuse me, I have a lot of F5 to do...