I'm aiming for release on both PC and Android for my current project (with iOS shortly behind), so I've been keeping an eye on mobile performance as I go along. Not religiously optimising yet, but just making sure that performance stays good. At the moment my game is visually quite simple but is already over 100 events, and I've got a pretty steady frame-rate of 62 on my GS3. I'll obviously test on a wide range of devices when I get into alpha and beta.
Two things that I've noticed that cause significant performance drops: 1) a very short but noticeable FPS drop occurs when loading large-ish images during gameplay (i.e.: spawning sprites that I've had "parked" in other layouts), and 2) using any particle effects with sprites that use varying opacity or spawning at a rate of more than 10-20 instances per second.
So all I've really had to deal with is the creation of replacement visuals for those particle effects. Sure, looking at current high-end 3D mobile games you'd think a few particles wouldn't be a big deal, but this is still early days for me learning how to optimise for the platform and I plan to get the most out of it while keeping the FPS at least above 30.