You do have a point about mobile/embedded devices though, such as Android/IPhone, gaming consoles like the Playstation/Wii or even just the Rasberry PI, but as has been previously pointed out by others, there are additional challenges when it comes to supporting such platforms, beyond "just" resources - for details, see:
http://wiki.flightgear.org/Howto:Optimi ... le_devicesAs you'll see, we've had a number of end users, as well as contributors, interested in supporting such use-cases at some point, but this certainly is a multi-year effort, especially formalizing data and code dependencies is something that's been overdue for years, and that's really only just getting fixed/addressed recently - part of this is being addressed by initializing Nasal earlier and by making subsystems better runtime-configurable, and -on demand- even optional.
The whole FGCanvas effort is just the tip of the iceberg here, but it is actively being worked on by several contributors and core developers. My estimation would be that we're roughly 1-2 release cycles away from making that happen. Once that is the case, we can explore running a subset of FlightGear on certain devices, and re-adding certain features as we go:
http://wiki.flightgear.org/FGCanvasOverall, these efforts will help improve FlightGear over time, regardless of any particular use-case, but these are run-time scenarios for which FG was never designed, which is why it's taken so long to support certain features properly.
You are obviously invited to add your own ideas and thoughts to the wiki.