Hunh. The emphasis on C++ over Lua surprises me. Maybe the indie guys I tend to talk to are a bit more Lua than the industry as a whole. I'd love to hear some thoughts from people inside.
(I was a lead engineer on The Sims 3.)
I think you're correct in saying that indie studios use scripting languages more than the industry as a whole. Indie games typically don't need to push the hardware so they can usually afford to use higher-level languages, or they use a C++ engine but do a whole lot more in the scripting language.
C/C++ are generally still the "fastest" languages in terms of final application performance. And, I am pretty sure that all of the DirectX/OpenGL APIs are still tied pretty tightly in with C/C++ libraries.