Ok, Soren. You try coding your own engine. Oh, and not having a flexible api for your, quote, real screenreader. See how easy it is to make hte game interface to real vo gestures and shit. Just because you're a coder that codes games doesn't mean you understand the whole of an underlying engine. And you know what, that is ok. You don't have to. You don't have to understand the way Unity works in order to enjoy a good game, or even code your own outside of Unity. What is not ok is this entitled attitude.
Crafting Kingdom is slow for you? Fine. Buy a new phone. Notice I did not say iPhone specifically, for if one is too expensive then a Droid is always an option.
The fact Unity has a custom screen reader, or any engine for that matter, means that games are easier to make cross-platform accessibility for. A good example lies within Xbox, as it contains a built-in speech api. How many games actually use it? Next to none, notwithstanding Crackdown3. Why is that? Well, because platform-specific accessibility is not cross-platform accessibility, and cross-platform anything is efficiency. If you can have the same commands and more or less the same speech subsystem on all platforms, then you can spend more time coding the game rather than having to code an interface to each screen reader.