The problem with mobile gaming has never been the hardware or even the input device, but how the market is set up. If developers had been able to get away with selling $30+ mobile games from the beginning, you would've been seeing games on phones and tablets at least as good as dedicated handheld games.
No amount of silicon is gonna overcome the current norm of free-to-play and sub-$10 games versus $60 console games. Phones and tablets have been more powerful than the Switch for a while (probably, I haven't actually been keeping track) and definitely more powerful than the 3DS for a while, but look at the difference in the games you play on each one. The "full games" you play on mobile are invariably ports of older games that can be sold at low prices. Those games alone, like iPhone ports of Baldur's Gate or Final Fantasy Tactics, prove the problem isn't the hardware, but the market and pricing schemes.
To be more similar to consoles and dedicated handhelds, iOS probably should've had a separate game store like movies, music, and books have separate stores.