Apple is working hard to commoditize the complements to their hardware [0]; namely the software, games and media that make their hardware useful. Software in the app store is a viciously competitive low-margin market; just like most other commodity markets. Which is why you need to treat it skeptically and work on building a name outside the app store before you are putting money into it.
Look at Twitter as an example. They give away their app to drive usage of the service, and in the early days they were totally OK with other developers making and selling twitter clients. This was because twitter clients are a complement to Twitter the service and their money comes from selling the analytics and advertising that the service enables.
0. http://www.joelonsoftware.com/articles/StrategyLetterV.html
I've heard this argument before, and if it's true, it's suicidal. Apple will have failed to learn a critical lesson from Microsoft's dominance of the early PC era: it's the apps that matter. Even once there was a significant potential market of would-be platform "switchers" who wanted something beyond what Windows was offering, these switchers remained on Windows because the critical apps in their day-to-day usage (be that Office, CAD software, or whatever) only ran on Windows.
If Apple's view is truly so narrow that they kill the ability of their "complements" to make good money, then Apple is pushing hard to kill the goose that lays the golden eggs. Even if Apple had unquestionably the very best manufacturing processes, hardware design, and platform software design, it would all be worthless if no one other than Apple can afford to write and support high-quality software for that platform.
Now, I'll agree that from Apple's publicly observable positions with its App Stores that they (incredibly) don't seem to understand the need and necessity for maintaining a virtuous cycle between developers and their platforms.
A wild-a-guess: This may stem from a deep misunderstanding of the nature of software. Sure, a random tapping game or timer app or whatever is essentially a replaceable one-off, a fungible commodity. But software that's a fungible commodity fundamentally doesn't create any platform stickyness. If it's really so easy to recreate, it can and will trivially show up on a new platform. This is especially true in a world where many software organizations really are getting better at delivering on multiple platforms.
Beyond the fungible stuff, there's the important category of software that I increasingly view as a "living" thing rather than a static artifact. Such software requires ongoing maintenance and care. This allows it a lifespan across the changes of its underlying platform(s), and to absorb and embody deep problem domains. I pose that these apps, no matter the genre (games, "creative", technical, etc.) are the ones that can create platform stickyness. This, in turn, implies that humans must be able to make a living supporting that software. Undermining this is like cutting off the "oxygen" to a vital part of a platform's ecosystem.
So you might be right that too many inconveniences will send faithful customers away (I gave an example) but I don't believe commoditized apps are such a problem. People buy Apple because it's Apple and only a barren app store could drive them away now.
What modern strategies?
I've seen this theory proposed multiple times, that Apple wants to commoditize software, but I've never seen anyone actually demonstrate ways in which Apple is doing that, just speculation that it would be in Apple's interests.
Stardock's 2014 report touches on related topics, http://www.stardock.com/press/CustomerReports/Stardock2014.p...
Many are making money right now, but I would suggest they don't have terribly good businesses, in that they don't own the relationship with the end user. One change of Apple's policies can put you out of business.
If some app makers start to be unable to compete, competition will drop, and profits will increase, right?
Knowing Apple, knowing its history and people that work there and the things they care about, I think Apple is incapable of deliberately producing a bad UX. When it happens, it's caused by other factors rather than being an explicit decision. In the case of App Store discovery being broken, I think it's caused by the fact that the App Store seems to be run largely the way the Music Store is run (with the addition of app review), and nobody complains about search / discovery in the Music Store, but it just so happens that the infrastructure and design around the music store doesn't work quite so well when applied to apps.
"Apple Acquired Search Startup Ottocat To Power The ‘Explore’ Tab In The App Store"
I had a reality check when I launched my mac app. Good thing it doesn't have much competition at least for now.
Isn't that just a nice way of saying 'forcing a meaningful relationship' onto the customer? Obviously users can seek out more information from the developer's website / twitter / etc if they want to. Everyone else probably doesn't want to be nagged by SPAM e-mails and other forms of self-promotion. I feel like trial software falls into the same gimmicky category. Inevitably users wait to purchase until the trial ends and end up feeling annoyed for being forced to pay for something they were using for free. Even more so now that so many users are used to IAP feature upgrades.
5000apps added every day yet no way for developers to build meaningful relationships with their customers or creating trials make it a very irrational platform to be on.
Its nothing like how Google deals with popularity and quality. It's a huge problem Apple will have to solve. On the mac app store they completely given up.