Since touch events (on mobile) also raise Mouse events (for legacy reasons I assume), my code made the assumption that mouse.X/Y and Input.Position.X/Y would always be the same after a given InputBegan/Changed/End event.
I had a bug that was caused by this not being the case.
To get a variety of input modes working in the same game I have had to use InputBegan/Changed/End exclusively, trapping each control modality separately (game pad, mouse, touch). This has had the least weird edge cases for me and is how I think the wiki should suggest future games do it.