Hi Crossable,
First time poster here as well! I'm not your typical indie dev -- I'm a business major (focusing on Management) but I did take a few marketing classes. By no means am I any kind of expert, but here's my feedback.
* You plan to offer it paid for the first day, and then switch to free -- I didn't really catch your reasoning behind this. Unless it's to beat some sort of App Store system (admittedly, iOS is not my strength), it seems like a quick way to get angry reviews from people who bought it as paid on the first day.
* Is PreApps guaranteed to provide those overall marketing services for your apps? Trailers, etc.? Is there any additional planning that has to go into it with PreApps, or do they simply charge a fee and handle the rest?
* Your timeline is really optimistic! More power to you! Are you sure you'll get the response you're hoping for with your test releases? I can attest from personal experience that you'll probably only get 30-40% responses. Is that enough data for you?
Not trying to be too critical, just constructive.
I once had the opportunity of job shadowing a AAA executive. In my time with him, I met someone who boiled it down to a simple list: Fantasy, Promise, and Position.
Fantasy is what the game is about, and the world you're offering the player.
Promise is what you're going to be delivering on (mechanics, etc.).
Position is where you stand in the market.
If you get fantasy and promise, then position usually works itself out.