Point to me a PC (mac/windows) productivity app that runs more than 2 GB (and isn't just a mass of clip art). Most that I can think of are major graphically based applications, and often its their data that takes up the most space, not the actual program.
If one was expecting to work with such massive applications by phone or tablet, they wouldn't have bought a 16 gig device in the first place. That's like buying a lap these days with 2 GB of RAM, an Intel integrated GPU, and complaining that you can't run AutoCAD or Daz3D.
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Long run issue I see is getting Apple to allow developers to host multiple versions of App with different graphical qualities to allow devices of smaller capacity (and processing) to handle them. This was a thing back in the 90s, where you could install games at different graphical qualities if you didn't have 1) enough space, 2) a powerful enough computer.
This kind of option still exists today in modern PC games, where the user is expected to be able to fine tune their graphical and performance settings to achieve the performance result they want.
I feel that iOS and iDevices have reached this stage in longevity. With many A5 processor decides still in active use. And like active use for a good few years to come. It would be best practice for "game makers" to set up their production pipeline now to handle such options.