You are right, and the guy that responded with a test of just under 150 conversions is a great example of exactly what people get wrong.
I have been doing design optimization for nearly a decade now and virtually every example I've seen made public is incredibly poor. Sometimes they do not even include any numbers, but just say, look first I had a 1% conversion rate and now I got 1.2%! I wish I had a good example of optimization case study, but I don't recall the last time I saw one.
Without giving anything away, I have done tests this year which required over a million impressions to find out in a statistically significant way not to make any changes.
My general theory is that a never optimized design with a confusing UI has a lot of low hanging fruit. You start cleaning up the bad elements and conversion rates can double or triple. Even if the sample size is less than ideal, these really big pops will be apparent.
Design knowledge is better now than it was in 2003. Mobile forces designers to use one column and leave out a lot of crap. There are a lot of good examples that get copied and good out of the box software. That means when you start optimizing, the low hanging fruit is gone and you need really big sample sizes. Once the low hanging fruit is gone, often those big samples just tell you not to make any changes.
Thinking about free-to-play mobile games recently (an area I have no experience in.) If 1% or fewer of users are converting you really do need a huge install base to beat your competitors at optimization. You need millions of users just to get to 20,000 or 30,000 paying players to test behavioral changes on. That means there actually is some staying power for the winners, at least for a while.