It would be interesting to hear about surprising technical issues that you ran into and maybe solved while developing and publishing.
My experience has been that Godot tends to be unpredictable once you start to publish on multiple platforms, but I'm not sure how to prepare for such surprises.
These are some of my issues that caused some grey hairs around this jam:
MacOS export doesn't seem to be possible from Windows, but the error message is a cryptic "Invalid bundle identifier: Bundle is missing"
HTML5-export does not display 3D-graphics correctly in MacOS, even in Chrome. I used GLES2, but rendering in MacOS is strangely selective. Some models render properly and some not at all.
Non-debug native export results in a grey screen with no indication of what went wrong. Debug-enabled version works fine.
I read this might have something to do with using typed GDScript. But does this mean types should just be avoided or is there a workflow for debugging such issues?