Its rubbish in that it needs redesigning for touch input like we're still on fingers and 9 inch screens, blender's interface is going over in full as-presented on desktop, is my point there.
The cost of this is what it is, and if i never see it then I won't be surprised - It's a substantial undertaking.
Personally if it were me and we were taking an ios version seriously, i'd be partnering with savage to start with and getting spine objects running in procreate dreams and building out its live puppetry workflows. as well as getting savage to do everything needed into procreate to fully support exporting to Spine.
Pretty huge procreate creative market there.
From there, i'd probably take blender seriously too, and partner there to work on some things.
Or languish i guess. Spine is at this point an extremely niche choice for game dev, for a start.
I'd jump into that ipad creative market, it's huge by comparison,
but thats me.