Fundamentally there cannot be any kind of expectation regarding bandwidth usage that a customer can reasonably have as even experts would need to analyse the source code first before they could reach a conclusion if excessive data is loaded needlessly to provide the user experience.
You cannot say this for sure about Pokemon Go, neither can I.
The only way a customer can have an informed expectation about that is if the developer tells the user upfront how much data the application will use.
Regarding expectations you give this example:
> Plus, people expect movies take bandwidth
How did people learn to expect this when the first movies were available online? They didn't have any comparison back then.
And what exactly is this expectation? Does any non-tech customer know today what the bandwidth usage of 4K video streaming should be and how much less it should be for a 720p video? And which company does a better job at this? Netflix, YouTube or Amazon Prime?
Customers probably just know about bandwidth usage for video: it uses "a lot"
The thing is that movie apps can at least be somewhat categorised in terms of what they will do, but for games this is hardly possible.
There the bandwidth usage can be all over the place, starting from online chess to VR games with high res video experiences.
> If the app's bandwidth consumption exceeds all expectation, making the consumer whole should be considered. There is a point where this stuff is the app's fault.
Primarily it is the customers obligation to manage and monitor his private bandwidth usage. After that it is the carriers obligation to make sure they track the usage correctly.
Turning this upside down and placing the burden on the developer will not help as the users cannot have a reasonable expectation and trying to regulate the world to fulfill whatever phantasies people might have has never worked.