You're not allowed to include your own browser, and can only use the platform's web view, which is not duplicated on a per-app basis.
There are many culprits for app bloat, but using a browser is most certainly not one of them.
- For games assets are a big issue. Some do not compress their assets, and unfortunately most image-authoring tools make it easy to output PNGs that are much larger than they can be. I think a lot of people by default assume bloat comes from images/icons/etc, but IMO this is a red herring for most non-game apps.
- Library bloat. Even simple apps pull in a large number of external dependencies, which contribute dramatically to app bloat. There's also a lot of code pulled in that replicate platform-provided functionality (see: the bajillions of layout libraries out there), which may be simpler to use than the stock Apple components, but add to your bundle size.
One of the common problems is that iOS open source dependencies are typically all-or-nothing - you end up pulling in a very large library even if you're only using a small slice of its functionality.
I think most disassemblies of iOS app bundles show that library bloat is typically a far larger problem than asset bloat.
In any case, I think the future will be something like Android Instant Apps - where apps are sliced up such that necessary bits can be downloaded on-demand. This gets users into apps faster, and saves space.
This "cure" is worse than the disease.
The status quo is that they must download a 150MB bundle before being able to proceed.
The proposed app slicing will allow them to download maybe 10-20MB before being able to proceed, with additional components (up to the 150MB total) downloaded on-demand.
If the user is on an intermittent or slow connection this is still a significant improvement over the status quo: the user gets into the app much more quickly.
Additionally, if the user only uses a small slice of the app's functionality (which is the 90% use case), additional downloading can be deferred until the user connects to wifi, at which point the rest of the app can be downloaded over a fast and reliable connection, all seamlessly without the user having to worry about it.
I just compiled a Cordova-based Android-app without Crosswalk, but also without images. Just JavaScript, HTML and CSS and a few plugins and the APK is < 3MB. Was quite surprised by that.
Cordova uses the system WebView.
It's really amusing to me when "engineers" start talking about the "scale" of the UI. It's a client. Thin vs. Fat aside, if it's that fat it's almost certainly a bloated mess of redundancy and what is called "overengineering" (which is actually underengineering--that is, a deficiency of the application of engineering and architecture principles to the design of the application).