being able to compile the entire thing into a single .exe is a good idea for a console.
there are two options for the pc version.
1. when you are done. recompile with .net using plain c++ and make an mod runner interface that works in whatever .net language. how you expose the engine is something else.
2. develop the game code so it always works with underc/cint. you can use a real compiler for development and for consoles and for pc. however you can ship the game code as a c++ interpreted
mod too.