Best workflow for creating games for pc and starling games in AIR

best workflow for creating games for pc and starling games in AIR.
I need to develop for tablets with starling and AIR as well as for pc without starling ie: downloading from a server.
In starling you have to
1. instantiate starling
2. use texture atlases for loading graphic assets - well its the recommended way
3. use juggler
etc...
ie: with all these differences is it best to:
1. create completely different projects
2. just create different classes for the starling specific parts
3. use a conditional compile constant
    eg: CONFIG::STARLING
            "then do this"
or      CONFIG::CPU
          "then do this"
I currently have the latter but it feels a little messy. I would prefer separate classes for each platform where the image loading is concerned.
There must be so many game developers out there but in large gaming companies that know exactly what to do. Perhaps you can point me in the right direction with a book or something.
CHEERS

The other thing is that I can't see the games being very different as you suggest. I have downloaded Lee Brimelows tut on creating a starling game on Lynda.com and the code is great for creating games using states for menu, play, gameover etc... The only difference is that he uses texture atlas and there is a great difference in loading them etc... so technically you would only need to handle them in a different class as collision and the rest of game play should be the same in both. I think!!!
Well, actually not exactly but near enough - maybe it might be easier to create separate projects and just cut and paste the new code introduced.

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