I was about to create a thread about this exact subject but I figured I may as well post it here...
I've been extensively testing RMMV's deployed games on iOS devices, especially iPad 2 and 3.
RMMV won't run above 40-45 FPS on iPad 2 and 3 with a project that's completely fresh and has only the 4 characters walking around the default intro map. No common events, no additional assets, no plugins, nada. I can safely say that there are no changes a person can make to their project in RMMV that will somehow bring the performance up above the 40-45 FPS range (I emphasize the iPads 2 and 3 because they're still the most widespread tablet devices out there at this time, meaning they have the most marketshare).
This unfortunately throws off every piece of timing in the game, as many of RMMV's internal workings (such as the "wait" command) count frames with the assumption that there will be 60 of them per second.
But this may not even be an issue with RMMV itself but with how Cordova handles it, so I'm not even sure where to look here. There are some plugins out there that attempt to decouple framerate from in-game logic, but I've had no success with any of them when it comes to making things less muddy on the iPad (and I've seen far more graphically-intensive apps run fine on these devices). Worse still is the fact that the framerate difference means even plugins that try to wait for a SE to finish before continuing are wildly off, time wise.
I get the feeling that a lot of this could be fixed if RMMV could somehow acknowledge its current framerate, but maybe that's not even the real issue.
Who could we possibly talk to about optimization, here?
EDIT: Here's an interesting tidbit: even when using a plugin to cap framerate at 30 FPS, the wait command still functions on a PC as though it were running at 60FPS as there's no time stretch happening. The same cannot be said for an iPad2, however.
I suppose this means that framerate clamps are only capping the graphical framerate, not the internal logic's framerate.