iPhone developer Craig Hunter confirms some of our fears about Palm's entirely web-language based Mojo SDK for WebOS—it's weak sauce, with pitiful access to the Pre's powerful hardware.
Hunter mentions two pain points in particular that are deathblow to gaming and other sophisticated applications that require significant graphical juice (granted, Palm was more or less open from the start that games wouldn't be a priority at first). Developers can't use OpenGL ES to the tap the Pre's graphics hardware. For an idea of what a big deal OpenGL access is, see our posts spanking over everything the iPhone 3GS can do with OpenGL 2.0 that the original iPhone and 3G can't. Basically, anything requiring hardware graphics acceleration is screwed if it goes through the Mojo SDK, since they can't use OpenGL at all. (There are, of course, unofficial paths.)