As I am working right now on the iOS version of one of my Desktop app, I have to verify that things work right, and in particular, that the UI flows. It requires constant back and forth between code and run.
With the Android emulator, that simply would not be possible.
You are right, the iOS simulator is a Desktop app, so it uses x86 code, which is way faster, instead of losing cycles in emulation.
The whole purpose of the feature request I posted is to sensitize Xojo engineers early on to the dismal performances of the emulator, so at least we can start off at the end of next year with a usable product.
I would also go as far as engaging Xojo not to release something as limited as Xojo iOS was back in January 2015. A significant number of Xojo users have been employing B4A which, in spite of a dreadful IDE, is a powerful, full featured, mature product which has been here for several years.
Chances are the superb collective effort from users like (alphabetical order) Stephen J. Beardsley, Ulrich Bogun, Jean-Paul Devulder, and Jason King (and a few others I apologize for forgetting) won’t be as easy to count on, since the similarities between iOS and OS X permitted a lot of quick adaptations of declares.
So Xojo probably cannot count on such a miraculous flurry of declares and libraries right away to support hardware specificities such as accelerometers, BlueTooth, touch. Furthermore, B4A does print, which obviously Xojo iOS would not if dtPlugins were not around.
It may be a good idea to offer immediately plugins, so our beloved Christian Schmitz can rapidly provide what is missing. If only iOS was not still stuck in its closed state, close to two years after release…
I am confident the Xojo team can produce a stunning product, if they want to.