Thats like... your opinion man! (to quote the Duke)
Lets see... your sample size is 1.... you have no other data than the money they made with the app and the time it took them to develop... you seem to have NO knowledge of the sim genre, and a huge distaste for it.
I would really like to leave the thread with the Dukes words, but I cannot.
1) Simulators need just as much creativity as any other genre. True, if you create a "true" sim, you might not be able to invent your own laws of physics (hello there star wars), you cannot simplify complex stuff until the average gamer understands it (hello there health bar), and so on...
But: no one FORCES you to a) stay with existing cars or weapons or whatever in a sim... as long as it follows this worlds laws of physics, its still a "true" sim if you replace the Ford Fiesta with any fantasy car that works on RL physics, b) your sim doesn't need to be following RL physics or whatever, as long as the laws of physics it follows are clear to understand for players (see the Trackmania BS physics... after some tries, you get the hang of it... I know its not really a sim), c) your sim can have just as much story and fluff as any other game (just because most sims are dry as the desert doesn't mean it has to be that way)
Of course, at some point you get to the blurry line between sim and arcade, but that is a very personal opinion as to what is still sim and what is arcade with sim elements.
If I had to give an opinion, here is mine:
1) Simulations are ALWAYS made for small niches. More than anything, even with the best User interface and helper systems, a sim a) needs a much more involved player that understands some laws of physics, and the basics of driving/flying the vehicle/whatever that gets simulated. The average player wants instant fun, no work or learning involved, and wants to feel powerful. The average player is very much in casual lands when it comes to game preferences. Simulation are on the other end of the scale, even most hardcore gamers will not put up with a REAL simulation (like flying 12 hours from europe to new york in Flight Simulator).
If you create a hardcore simulation, you either have a very good user interface that scales the difficulty down, or you prepare to only sell little copies of the sim.
2) The mentioned User Interface. While creating the simulation itself might need little creativity from a gameplay perspective (yet a lot of creativity to get the physics and performance right), creating a user interface that makes the hardcore game accessible for a non expert (not everyone wants to spend years just to be able to keep a plane in the air in a sim for more than 5 minutes), and if possible creating an interface that can scale the difficulty (so that an expert gets his hardcore mode, while the noob can hand off more work to the "autopilot"), will need A LOT of creativity. And User Testing.
Get that part wrong, and no matter how good your simulation is, no matter if the graphics rock your game will stay ultraniche.
5) Sims on mobiles... touchscreen sims. Really?
Sim fans most of the time are ultrahardcore guys. They are the guys who thinks nothing wasting 1000$ on a custom cockpit rig with seat, joysticks and pedals, as well as all the monitors and other instruments needed to make the expierience seem more real.
Mobile controllers struggle even with giving ultra casual players enough accurate control over their jump'n'run characters when no bluetooth controller is connected...
And there somebody thinks a mobile simulator will do very well when it targets a niche within a niche? (Simulator fans that are ready to put up with inaccurate controls and small touchscreens)
4) Mobile apps.... 0.5$.... nuff said. 10k$ are not that bad when you need 20k copies sold to make so much money. If the game would have been sold on steam and priced like most serious Indie games, at about 15$, they would have made 30 x more money. 300k$, that sound like a healthy return on investment.
Would the game have been good enough to sell 20k copies on PC, for 30 times the price? IDK... but then, any sim targets a niche, probably they would still have sold almost as well and made at least 5 times as much money a) going to a platform more suited to sims and b) charging a more sensible amount of money for their efforts.
I respect your opinion, but I have to say you couldn't be more wrong...