> as well as the overhead (but almost certainly the latency) of any cross-platform compiler/library/framework that kills things
You say that, but plenty of games, including twitch shooters, have been successful using Unity and Unreal, both of which support a pretty large number of platforms.
Sure, but those are both engines - not general purpose frameworks and/or libraries. They're specifically designed for games and game-like programs. Granted, I didn't really make that distinction, so your point stands. However, even if they do solve the latency issue (usually), game balance for cross-platform use is still very much an open game-specific problem.