I guess, if you want to make a high quality game, and do it fulltime, the ~ 1.500 $ per year are not so much. If you consider Unity with it's $125,- per month, okay it is more like an asset-shop-subscription. So the problem, I guess, is the 200.000,- $ a year thingly. So if your game would reach that goal, Unity would also cost 125,- * 12, so 1.500 a year.
200.000,- $ a year may sound much, but it is not for hobbiests, it is for professionals, if you want to export to the Nintendo Switch or the other consoles. So for GameMaker Studio it is about 1200,- if you have allready the Master Collection from Game Maker Studio 1 and for Switch only export it's about ~ 800,- So I guess, it would be the same like 100.000,- a year, but in Unity it's 35,- per months, so 420,- a year.
So what about Microsoft Office 365? Or Adobe Cloud? So they all want that money.
What would it need, to develope a game full time? An Artist maybe 40.000,- a year? A developer, about 60.000,- $ a year?
Unreal Engine is much more expensive with it's 5%. If we look at 100.000,- $ that would be 5.000,- $ not a yearly fee, but also a fee.
How often has you game to be downloaded? 1.000 times? 5.000 times? 50.000 times? Let it sell for 15,- $ and say ~ 33% are for the shop. So 10,- $ for the 15,- price tag.
For about 100.000,- $ you have to sell it 10.000 times a year.
And I guess, if it is not an asset flip, made with Unity put into steam, that could work.
The next thing is, you only get an DevKit from Nintendo with your "finished" game. This DevKit is about ~ 450,- $, I guess. So you would have to add this price as well.
And maybe you need to check some peripharals and invest there also in the Nintendo eco system ...
Pair of JoyCons ~ 80,-
If you develope for Android, you need also an Android device for testing. Apple iOS is much more expensive. You would need an MacOS-Device and an iOS-Device. Not an old one, because every some years, they decide, to not allow older iOS versions on phones. Or apps in the store.
So let's say, you invest in hardware also about 1.500,- $ with iPad and Mac Mini or so.
What I am saying is, I also don't like, that it is a yearly fee, but it is reasonable. And maybe it is also, to seperate the "kids" from the better games with more marketing budget.
What I would like to see in AppGameKit 2 is an easy Windows-to-Raspberry-Image-exporter. And maybe some little bit more easy way for UWP-Apps/games. And maybe, if someone has an Nintendo DevKit, also an easy way, to deliver that.
They could do it like with the VR-thingly. And to use it, you have to have a very good PC and a VR-headset, so maybe also about 2.000,- to 4.000,- and up investment before you can test anything simple.