True, android support is really troublesome. But you know, android is not the best place to enter anyway, since your games will get buried pretty much unnoticed. Steam at least has sales or notifications about product updates. It has greenlight, new games featuring and I don't know what more. Google play doesn't have anything what can compare to that.
Also, it's not only limitations of android devices as a whole... But also, each android device brand reacts differently. For example a simple purchase of the exact same device after I broke my first one disabled several features inside one game I won't mention. Then I moved to another tablet... And had problems with graphical rendering being too slow. A problem of Android 5.1, unsolvable one. Then I upgraded into Android 6.0 and some of the disabled features were reenabled. Nothing was done through any interference of the devs or intentionally in any way... It were just devices responding to the game differently. And that is what makes android support even more complicated.
Back to your original question though. What is the selling point of RMMV?
You are right, once you look inside it, it isn't all as awesome as it suggests. We can for example take a look at the trailer.
The games have a built-in mouse and touch support, but a poorly optimized one. You have to click in such an unintuitive way. And I didn't see anything handled through swiping of fingers, which would be handy in menus. There is also no mouse wheel up or down as page up and page down. And I think some more things can be found.
You can export the game to IOS and Android, but this brings troubles on its' own.
You can also export the game to HTML5, but there is no reason to do it because of slow loading times. I have already met a game made in RMMV on Kongregate and preloading one GB of data would take eternity (not to mention it would crash my browser).
The side view battle system has even less default features than RPG maker 2003 by default.
Beautiful graphics and RTP music is for the most part a mashup from previous RPG makers. It is hard to search for a novelty there.
Higher resolution causes lags when the resolution is too high even on more powerful machines.
Improved character generator has an unnecessarily complicated way of adding new generator parts.
So, we have one feature left... Javascript.
In RM VXAce you had no 3D support and ruby inside the rpg maker had huge limitations. Sure, you had pseudo 3D scripts, but the Ruby engine did not support 3D in any way, causing limitations and even lags. In RPG maker MV you have the whole potential of javascript at hand. You can implement even scripts that are completely from outside if you can. You have full support of 3D if you throw away PIXI and replace it with 3D rendering scripts. And last but not least, RMMV game is fully customizable if you know how. You can completely throw away the core scripts and recreate the engine as you wish.
This is exactly what it says it is. Easy enough for a child, powerful enough for a developer. However, if you aren't a developer, you won't need what RMMV can offer, just like you mentioned. If you are a developer, I would recommend a different engine anyway, because rpg maker mv is very inefficient in terms of cpu and memory management. But javascript is the thing that truly is special in RMMV... However, if you are good at javascript, it would be better to scrap RPG maker MV completely anyway instead of buying it, because you can program anywhere with javascript and buying RMMV due to javascript is a waste of money, since javascript itself is free.
So in the end the RPG maker MV actually has nothing to offer to compete with other engines if not inside, then definitely outside of the RM community. If you don't know too much about coding, older engines will make do. And if you do, well...
However... RPG maker MV still is in development and still has potential. So we can wait and see.