For those that do (e.g. 3D games), you simply state that it requires a snapdragon or whatever CPU. Customers will soon be more familiar with their phones specs, as they are with their computers.
As long as customers understand that their low-end phone won't be able to run the sexiest games out there, I don't see too much of a problem. The developers just need to figure out how many people have the highest-end phones (and what they'll pay for games that utilize them).
INT. WHITE ROOM
We see two men -- (pudgy but adorable comedian, wearing a robot costume) and (douchey hipsterish guy) -- standing side by side.
DOUCHEY HIPSTER
Hi, I'm an iPhone.
ADORABLE COMEDIAN
And I'm an Android.
DOUCHEY HIPSTER
Hey, Android, have you played this great new game?
You can fill in the rest of the script from here, and perhaps in so doing you'll realize how quickly this could become a major marketing problem for Android...
What this suggests is that the solution for Android will be to have some easily-understandable number or naming scheme to roughly classify the power of the phone, so apps don't have to list compatible phones en masse. For desktop software, most people basically used the required and recommended CPU speed as such a number. Even though it didn't really capture the full nuances of whether an app required more RAM or more CPU, it was a good enough rough metric.