I think this is a good observation. Porting to a dozen platforms is double the work for, say, double the customer base. If the game catches fire that's money well spent, and if it doesn't you've saved yourself a lot of money by not doing the ports. So wait to see what the reception is before you spend. If you just get a few hundred or a few thousand users, take that money and make another game.
I agree with his conclusion, too. People who play serious games want more graphics power, a keyboard (or at least a game controller), and decent sound. Mobile game users are looking for the 21st century version of solitaire, and they're not willing to pay much for it. Maybe nothing at all.