[MENTION=23334]sshah[/MENTION]
Wii U is the ONLY console that takes million $ dollars to port, and devs are calling it DIRT CHEAP. If one million is dirt cheap, I can only imagine how much it costs for devs to port games from PS3 to 360 or vice versa. And both of these consoles are very very expensive to develop for. PS3 being even more so in this regard.
Holy shit, I know it's gonna fall on deaf ears but let me take a stab at telling you why you're wrong...
k .. first off the reason it takes a small amount to PORT OVER to the WiiU is because WiiU is essentially a current-gen console, same specs, close to the same architecture etc, which is why game engines probably won't require much to port over. That's not rocket science.
Now, you're long winded and completely dumb explanation of why porting games to 360 or PS3 is expensive is .. well.. ridiculous .. almost all modern day game engines are made with cross platform development tool sets from day 1. Capcom's MT Framework, Epic's Unreal, even Square's Crystal Tools are engines designed for multipaltform development, I don't know the thought process for each engine, but Crytek put out several development videos for Crysis 2 and there tool set simply takes the same code for the PC version and makes adjustments to fit on the 360 and PS3's specifications on the fly, they showed the same code generated on the fly running on a PC, a 360 devkit and a PS3 devkit in mere seconds.
So, you're wrong in that porting to 360 or PS3 costs more money, 90% the case is that the engine powering the game is already designed for both platforms, so it's a dirt cheap process, the money spent is done spending in the advertisement, and pressing of the materials for the consoles etc.
Alright, now to your other point, when FFXIII was announced for the 360, at that time the Crystal Tools was not a multiplatform engine, it was only meant to make PS3 games (more specifically the FF games square announced in 2005), but they most probably hastily ported over FFXIII in the time frame of 6 months, and the squre-enix insider Kagari (who CerebralTiger trusts to no end) has said a couple of times that the 360 port of FFXIII was outsourced to the development studio that made Last Remnant, it wasn't ported over by the production house that actually made the assets and engine for FFXIII.
Which is why it ended up being a lack luster port, bad compression, 3 discs when the game could have easily fit on 2 at most, badly optimized asset transition etc etc.. you've seen this several times, just like how Sega ported Bayonetta to PS3, not Platinum Games, which is why the PS3 version ended up being a train wreck.
Compared to that FFXIII-2 is probably the first (and so far only) Crystal Tools game that was co-developed with both consoles in mind, and relied heavily on in-engine assets rather than pre-rendered assets that FFXIII did. Which is why you can see the difference between the 360 and PS3 version of FFXIII-2 is merely two frames or so in terms of performance, else they are 100% like for like in terms of resolution, texture quality and so forth.
Now the problem is that Crystal Tools itself is a shitty piece of engine, and Square have decided to ditch it for the revamped FF14 version 2.0. They're using a proprietary engine, not Crystal Tools. This is most probably the same reason why Versus is being delayed so much, cause square's development tools so far have been, quite simply, a piece of shit.
Now as far as your question about porting costs and shit go, FFXIII sold around .75 million on the 360, FFXIII-2 probably the same, for a JRPG these are probably some of the highest numbers you'll see on the 360, and they're of a game that took minimal costs to develop as the engine powering it was already multiplatform. Didn't require dedicated development or major tweaking.
I hope that clears some things up