Windows on tablets still leaves a lot to be desired. The fact that they can run x86 binaries means there is no real need for Windows Apps on them.
There are two main problems with running Win32 programs on tablets:
1. Screen dpi is typically higher than the standard Desktop (96 dpi) and most Win32 programs are not high-dpi aware. That makes the UI elements small. It gets worse on a touch tablet because your fingertip is a very coarse pointing device, so the UI elements need to be even larger.
2. Most Desktop programs don't process the Win32 touch messages (WM_TOUCH and WM_GESTURE). That means they're processed by USER32 into coarse mouse message equivalents, which are processed by Desktop programs. It works but doesn't give you that smooth touch interaction. Intel has a opens source library that takes the WM_TOUCH messages and responds with smooth gesture messages for Win32 programs.
I have a Linx 10, and using apps on it is very poor compared to running x86 programs. Poor = slow (very slow) load times, awkward gestures to complete tasks, clunky interfaces.
The WinRT framework's performance is poor ... but it shouldn't be *that* much slower.
There is no real reason for a developer to move from x86 apps to Windows Apps - the only bonus is a few extra users on Windows Phone.
That's the killer flaw in the whole Universal App Platform. If it was 10 years ago, where Windows was dominant in overall computing, then introducing a universal Windows platform would have a chance to promote adoption of Windows tablets and phones. That ship sailed in 2006.
If I were a dev of iOS / Android apps, I would want a easier was to port my apps to WP rather than the promise of Universal Apps which are pretty much pointless on the desktop as has already been pointed out.
The WinRT design team's decision to go Async in the actual OS API made it orthogonal to existing phone and tablet OSes, so porting from iOS and Android is not trivial for simple things like file access (read Petzold's docs on his attempt to make universal libraries for Xamarin, Async spreads like cancer throughout the project). In addition, WinRT doesn't support OpenGL ES, only Direct3D, which means porting iOS and Android games is nontrivial.
WinRT's design was fundamentally flawed. It was too different from Win32 so it alienated Win32 programmers. It was too different from iOS and Android, so those devs didn't waste their time accommodating the few Windows Phone users. Yet, here's MSFT in 2015 still promoting the doomed platform. I guess they want to ride it to their grave.