3D shouldn't affect what it supports. 3D primarily adds a computational load on the device which significantly outweighs network load.
FPS generally requires a low latency, high reliability server. If the device is on wifi, it could work. On 3G/4G, FPS on mobile is tricky in general. Shooters can work fine, as long as there is a relatively lax error tolerance.
As of now, it can support MMOs to an extent. We haven't focused heavily on compression of network data, so network calls can get a bit bulky if tons of players need to constantly ping each other 10-20 times a second. This extra delay would cause characters to be more and more out of sync. If your game has a few characters (2-8ish), it will work fine.
We haven't implemented lockstep for hardcore RTSs. That said, if you periodically enforce state synchronization (ie: hash the game state to make sure that everyone is synced), you can do it with a few minimal blips. It's largely about how real-time you need it to be.
Supporting these are our long term goals. As of now, arcade, casino, puzzle, and action are all feasible.



