It's near impossible to determine where the "walls" and restrictions can safely be dismantled without detrimenting the total experience. It is also impossible to know which restrictions if dismantled would dissuade development on iOS.
The morality/content rating rules, for one. Allowing adult-rated apps to be seen by people with their account settings showing they're adults, have parental controls turned off, and tick an option saying they want to see them would not harm the user experience for anyone who didn't make that choice, and wouldn't dissuade development on iOS. Indeed, it would encourage more apps, rather than forcing people who are into that sort of thing to use inferior web versions, as has happened with Discord recently.
Now imagine someone in your contacts list downloads apps from shady App Store, now that shady app has all your info too.
A more appropriate way to police that is with file access permissions or per-app API access restrictions (which is how I assume apples actually does it). In any case, it ins't hard to come up with a pretext for reading contacts information if that's what you want to do, so it could be done in an app store app.
You know I bet there’s a reason macOS doesn’t have as many quality indie apps as iOS.
Smaller market share, probably.
Why does Epic need to have the game listed in the app store? If they don't want to pay the 30% fee, host the game a different way, let them build the system.
It needs to be in the app store because that's the only way to get it onto an iPhone
There's no such thing as a store that prohibits customers from visiting other stores.
A better analogy to real-world stores is to remote towns where there's only one store (or all owned by one company). Sure, you could drive 100 miles to the next town and shop elsewhere (or buy two phones), but that's so burdensome that people just aren't going to do that.
OTOH, there's always bluestacks and the like, though you can't use them on an iPhone because of app store rules.
I’m sure the judge, and developers, wouldn’t complain if the price of that was raised high enough to cover the Store’s upkeep. Especially if the new price was proportional to the number of app downloads, instead of charging a 14 year old kid playing with Xcode the same price as a hundred billion dollar corporation.
I'd suggest that proportional to revenue, over some level for small "not worth chasing" fees, would be better than number of app downloads, because number of downloads is a problem for really free apps
Except for games, where Apple should match whatever percentage Sony, Microsoft and Nintendo charge in their game stores.
That would really get the EU and Australian competition authorities annoyed with them (and the others) for not trying to compete in that one market segment.
Apple actually has the perfect mechanism: Gatekeeper (and Developer ID) from macOS.
I wouldn't quite call it perfect, since the flat $99/year discourages using Gatekeeper for apps you just want to give away unless you're also at least a semi-pro developer.