I've saw great game on the NES, on the Megadrive, on the Master system
I'm pretty sure those can be done in Mobile HTML5
(you'd say it can be done with time and caution? how do you think they were made before?)
"Every competent mobile developer would waste a great time thinking about the memory performance of the target device."
In native too I think, mobile are like PC's, they are a huge collection of different hardware and software, heck, I think it can be even worse than PC.
Maybe It is because I am talking about mobile HTML5 in a browser, doing multiplatform is always a pain, I think it is the only thing C2 doesn't make as transparent, where other engine makes it invisible (although C2 does a great job at that)
At the end, people can use their compatible browser, go to my game, play it, without worrying about installing things, and if the game is optimised well, there aren't too much problems (some might say that some phones cannot run HTML5 properly, I have one like that, even the home screen sometimes have slowdown, so I do not worry a lot, for now, I didn't had a lot of issues at all, the only one was the non support of the audio API)
At the end, mobile HTML5 is doable on mobile, is it worth it? Well, why go HTML5 if you just want to do a game to place it on mobile stores only (I know, because C2 is great and it's a shame it doesn't do everything the way some people think it should, because it is the best but export is cr*p because HTML5 is not good etc etc)
At the end, I see that people want to C2, but don't want to HTML5 (I might be the only one who didn't care at al for mobile at first)
PS: I am not talking at all about cocoonJS, I will never use it anyway, because I'd lost the benefit of HTML5, yet still would have to support it as a new platform, which would not be great since it's memory management
EDIT:Didn't meant to sound rude, just tired of all of those