For devices:
- user agent
- reported platform
- device pixel ratio
- rendering mode (mobile rendering and desktop rendering respond differently depending on your viewport meta tag)
- default input device
- orientation APIs
Beyond that it can also emulate reading direction, page language, browser locale, user-configured default font-size, different network settings and a whole range of different media queries like color-scheme, reduced-motion reduced-data, reduced-transparency, prefers-contrast, forced-colors (windows high contrast mode) and color gamut. I'll be adding even more device browser-specific emulations later this year.I don't have a list of differences off the top of my head, but I regularly find big enough differences that I don't rely on "responsive mode" or even (as mentioned) Apple's iOS simulator (because it does not accurately replicate the real on-iPhone browser rendering, which has bitten me before).
So yeah, you should be testing (mobile) Safari and Firefox too. Chrome on android has some different APIs compared to Chrome on desktop, but rendering is identical.
When developing your site, you can use Polypane Portal[1] to tunnel your local site to real devices while keeping them fully in sync with what you do in Polypane, so you can scroll, interact, inspect and even edit across real devices from inside Polypane, saving you a ton of time.
And only polypane that dont support other engines then also don't work.
It does however minimise that device testing time. So it all depends on how valuable that time is for you.
Plot twist: their "app" is just the same site wrapped in a webview, minus the nags to install the app.