The same answer as everybody else, just with more detail:
What I mean: An assembler is not an application exactly trivial to write.
Oh, but it is. A "first" assembler on a platform simply reads some bytes, transforms them in a more or less 1:1 relationship to other bytes, that's it.
The target architecture was very simple. There was no shared objects / DLLs or anything like that. At least the assembler I used on a Atari 800XL either had no binding/linking stage, or I didn't know about it/did not see a need for it. There certainly were no standard libraries or anything like that. You would skip all convenience features as well.
There's a text editor,
They are pretty easy to write as well. For starters, you don't absolutely need a full fledged modern editor. If in doubt, you can get away with something line-number based like the early BASICs. And even if you wanted to handcraft an actual editor, that would not be that hard either.
there's a parser/lexer
For recognizing the assembler commands, you can use a simple lookup table or direct string comparison. You wouldn't need very complex "formula" parsing either. Don't forget that the CPUs of that time were very simple as compared to today. The 6502 had 3(!) registers (A, X, Y) and only a handful of flags. The datasheet lists only roughly 60 (!) different instructions, 11 addressing modes.
All commands, flags, addressing modes, op codes, timings and instruction-adressing combinations fit on two (!) single-sided pages of paper. The physical CPU had only 40(!) pins.
there are I/O procedures to save the sources and the binary,
You'd need those anyway, and, again, those were kind of trivial back then. You could easily start off with everything on tapes, and then it's just about streaming some bytes in/out.
I recall disassembling/reverse engineering the firmware of one of the Atari 800 XL floppy drives (as well as the OS) back then. It was doable, not too bad.
a fairly largish piece of code
Really not. It was common back then to publish whole games in print magazines (and books), and teenage boys would easily type in thousands of lines of code over the course of a rainy weekend. When your machine has only a few KB of usable RAM anyway, the size of your code will have a natural limit.
And there's even no OS to use procedures for I/O, it still needs to be written.
Again, I/O was very simple back then. A handful of different hardware models (tape drive and 1 or 2 different floppy drives), no choice of file system - heck, no file system at all for the tape, and extremely limited FS for floppies as well. No concurrency, no virtual memory, no swapping, no nothing. Definitely possible to handcode in assembler.
And there were no simulators/emulators for existing platforms to use, since this was a brand new platform.
No simulators/emulators (though I don't know for sure), but cross compilation is, again, pretty simple. That is, if you had (as a larger company) access to existing computers, you would probably write your code there.
How was this problem handled? How did programmers approach bootstrapping the micros from 'bare metal' to a 'marketable product with a working assembler'?
I don't know how they actually did that, but I really would not be much surprised to learn that all the original code was hand-written in cross-compiled assembler or straight hex code.
Remember that rather large things like the Ultima games (starting with II, I think) were hand-written in Assembler. It was doable.
as) are text editors. Even MASM comes with an IDE, it's is just an assembler that runs as a separate executable . They all just read text and assemble bytes into a binary output file. You edit text with a separate text-editing program.