I'm actually enjoying the current atmosphere of iPhone software development; it's very open and anyone can get a SDK to make applications/games.
I didn't actually want an iPhone (company bought), but then I didn't really want an iPod either back in 2001 when they came out (one was given to me) and that was the end of portable CD players and traveling with CDs for me.
Right now, there aren't any real killer game apps, just a lot of homebrewed style apps for specific tasks and purposes in addition to various commercial apps (Skype, stock checker, yelp, GPS, universal translator, voice search, pandora, shazam, unit converter, dictionary, web MD, wiki lite, mobile news, daily finance, etc.).
It's replaced my laptop for mobile use since it covers all the basics I need a computer for on the go. Not bad for handheld pocket computer.
I've been dabbling with the games and right now it's very much in its infancy with a lot of homebrewed style apps with some established developers (Konami, Pop Cap, Namco, EA, etc.) testing the waters. Low risk since development costs really are minimal. But for many independent developers, it's probably their first time making games.
Puzzle games remain my favorite (Bejeweled 2 is probably the best version I've played since it's more suitable for portable play), but it's become pretty obvious that more ambitious titles are being developed like Force Unleashed, Assassin's Creed, Metal Gear Solid, etc.
While it's all been pretty much a nickel and dime affair so far, as far as game purchases go (lots of cheap quick play games), it's actually starting to take away potential sales of DS games for me (the quick play DS games rather than the types that can be played for hours at a time). Plus I just have no reason to carry a portable game console with me anywhere really.
Games that work best on the platform are designed with gesture/motion controls from square one, so old school D-pad style, button masher portable games aren't a good fit (Zombieville is an exception).
Even if you're not a developer/designer, use your imagination. Touch/motion control based input games. That covers a huge amount of possibilities.
Plus, it's necessary to point out that the same people who are quick to downplay touch controls seem to be forgetting the same thing was said about the Nintendo DS and it's emphasis on touch controls. And the Wii with it's motion controls.
Both sources of input being the innovative standouts by Nintendo this generation.
So don't tell me fans of those platforms are now saying they'd rather be using analog sticks and pressing buttons now.
Time will tell, but right now as a development platform, it is exploding faster than any other platform.