You're missing the number one reason why Blender and similarly complex programs are impractical on Pandora - screen size. Screen resolution is the only
minimum system requirement that Pandora doesn't meet (the recommended rez is 1920x1200!), and when you take into account the near-microscopic dot pitch of the Pandora display, it goes even farther into the realm of improbable.
It's a nice thought, but I don't see how anybody could get any real 3D work done with Pandora's small screen. And that's not even taking all the other cons into account.
I actually think it would be advantageous to run blender on the Pandora. You would need to re-implement the UI, of course, with all the controls in an off-screen area that can be called into the whole screen with the press of a button. By running it on the Pandora itself, you could simulate how the character / model would look on the screen of the device you're targeting. Practicality is a good question here.
Pros:
-Mobility
-Pick-up, put-down functionality brought by that mobility
-A good way to open 3D models for viewing on the Pandora
-Adds another blade to the swiss army knife
Cons:
-System limitations like CPU speed, RAM, especially screen size make a straight port impractical
-Keyboard layout and control scheme doesn't help that either
-OpenGL code would need to be reimplemented in OpenGL ES
-Overall, a lot of work
Basically, if you redesign the UI with the Pandora in mind, it becomes practical. A straight port, however, is clearly not. Provided that the interface was redesigned, would you still imply that the uses / functionality be limited? Not being an attack dog here, just tackling this from whatever angle I can. Thoughts?
Blender can already be controlled largely without the user interface, most of which is actually completely useless if you know the keyboard short cuts. any tile of the interface can be made full screen using ctrl+up. It also has a simmaler feature to workspaces, which can be accessed using the ctrl +left / right keys.