@FloatingSuburbia I saw your post about this yesterday, and I tested a few things with my 3 BT headsets (AirPods, Skullcandy Hesh 2, Beats Solo 3 wireless) and got the same result as you with each. I’m almost 100% sure the issue you’ve mentioned is related to something I tested and documented a while back. I just hadn’t noticed the input channel was actively passing audio before, as I live alone and my apartment is pretty quiet. You can view more info about my findings here.
There is not [currently] an iOS workaround, as you cannot choose another ‘input’ (as you want none active, without specifically requesting it with the mic or the ADC node) that will not take in sound, thereby changing the codec and disabling the mic in use, unfortunately.
On Mac you can select the internal microphone as the selected input source, changing the codec to a higher quality, as well as disabling the undesired input audio feed.
If you have the flow, I would absolutely recommend buying the desktop version, as well. I have both and I feel very strongly that it is worth the investment. It enables you to get a bigger view of what you’re working with, and you don’t have to keep zooming in to make connections and turn knobs etc while setting up and tuning, and zoom back out to get a better view of your patch as a whole. I build most of my patches on macOS and then use them on iOS later. @robertsyrett also mentioned reasons for this idea in a post not long ago.
If you only plan to work In iOS, then you should probably get a USB-C hub for your iPad. That will benefit you in many ways, as you can plug in headphones that way until this BT issue is fixed, and you will also have the ability to plug in a standard USB MIDI controller to your dock, which is really nice, imo.