But no inexperienced user would have accepted that - even now they claim that mobile deployment from MV doesn't work despite the fact that in itself it works, only those who claim otherwise tried to force games of PC-sizes on the mobile with much more limited resources.
Sounds like putting in arbitrary thresholds didn't actually solve the problems with inexperienced mobile users, but nevertheless caused a significant loss in usefulness for advanced and pc users.
A more effective system should be implemented for the new maker version instead. Different default soft limits based on your deployment target is an obvious one, another is testing for potential performance bottlenecks pre-deployment, and warning specifically about what things could cause a problem. More in-software guidance, better user awareness of tradeoffs; basically, just a better user interface on the front end.
Of course, on the back end, having a more optimized engine would also eliminate a lot of issues as well; modern smartphones are fully capable of running playstation games in emulator (which is far less efficient than running on original hardware), let alone SNES or Genesis games. I don't think that novice creators have any firm requirements for their games that would render them impossible to put on a playstation or snes. If the software is set up so that doing efficient things is difficult, this is a failure of the software, not the user.
Basically, if someone is aiming to make a game that's like pokemon or neophyte or final fantasy or chrono trigger and put it on their phone (which I'm sure most novice mobile users have as a general aim), RPG Maker ought to proactively support that goal.
MV put in a couple of slapdash numerical limits, and offered no direction for mobile deployment - which is (as we have seen) quite ineffective. Instead of doubling down on a failed design choice, RPG Maker NEXT should take a different approach.