> What besides bloat requires a Moore's law increase in a phone processor?
Here are some relatively boring answers:
AI stuff - including, among other things, voice recognition, other parts of virtual assistants, photo capture (which involves a lot of processing in modern smartphones to improve the image), and photo auto-tagging - is always happy to guzzle extra cycles to improve accuracy a few percent. Some of this can be (and is) done on the cloud instead, but at the cost of latency, availability (when reception is poor), and, of course, privacy. Much better to do it on-device where possible.
Games, even short of VR/AR (which is definitely a "I don't yet know I want" candidate), similarly often push the limits of the GPU to achieve graphical fidelity. True, the kinds of simple, repetitive, low production value games that tend to grace the top charts of mobile app stores today have little need for increased fidelity. But I think that phenomenon is more about market dynamics than inherent to the form factor. Dedicated portable consoles like the 3DS have many excellent games that would so benefit, and while some depend on more precise controls than available on mobile (i.e. buttons), many do not, e.g. RPGs, and of course smartphones have their own unique input methods. (Given that the 3DS has atrocious graphics, games clearly don't need good graphics to be fun, but they can still benefit from them, as shown by home consoles/PC gaming - anyway, larger and higher resolution screens increase the baseline level of detail required for acceptability.)
It's perhaps unsurprising that both of these examples tend to rely on the GPU and other specialized processors more than the CPU.