Upon further consideration, I am concerned about being able to trade off bandwidth and memory. Another game I play, Love Live School Idol Festival, allows you to minimize the memory used by not downloading data until it is needed, or alternately, to minimize data usage by downloading everything in advance. As some players will have phone with more or less memory, and plans with more or less data, this could be critical in deciding whether to play the game.
If the mobile version is implemented in Adobe Flash, then there will be frequent downloads, and the game will consume a lot of bandwidth. This will be especially problematic with the combat display bug, where units or hexes are "invisible," and the work around is to reload the page. This would make combat impractical for me. If, on the other hand, it is an actual app residing on the phone, trade-offs between memory footprint and data bandwidth should be possible.