It is a known issue, although I don't know how to fix it. Look at lazcanvas.pas, there are many blending routines, 1 of them ignores the background and it is the one currently utilized to draw text.
The problem is that Android draws text with alpha and when trying to alpha-blend the result into our bitmap I was getting a redish result in the alpha pixels, so it looked horrible in white background some red pixels. I have no idea what caused it, and my work around was to always suppose a white background ... which obviously don't work great if the background is not a light color.
One easy way to solve this would be to invest into the non-native text rendering. Implement the font finding algorithm and add a define to set using lazfreetype under Android. Then it should work perfectly through lazfreetype which is our 100% text rendering and is utilized by LCL-CustomDrawn in all platforms except Android.
In Android I utilized the native font rendering system because the Android fonts are chaotic, so it is hard to choose the font properly in a way that works in all devices. A lot of testing would be needed. But to me it looks like that the non-native way is better in the long run. It is faster too.