Just out of curiosity, since due to contractual reasons I can't do indy game development myself -
Is there any specific reason why the XNA Framework would rely so heavily on the CLR environment and could not have the option to use e.g. a standard C/C++ runtime library for non-managed code The only reason that I can think of is that to allow non-managed code would allow XNA Build to make an Xbox 360 be too close to a proper Xenon unit for comfort, but I would like to think that there is a more down-to-earth explanation as opposed to ulterior motives such as that.
Additionally, assuming a game were written using XNA Build and managed C++ (if it ends up being supported), how hard would it be to then convert the game over to actually function on a proper Xenon unit using the proper XDK
Any input is appreciated.

CLR vs. CRT, managed vs. unmanaged?
Ofer Elboher
Running apps on an xbox means you have to take security into account because the xbox team don't want people being able to hack from the inside. Professional games have to go through a big certification process.
So how do you allow indies to run arbitrary games without requiring certification and tens of thousands of dollars You force them to run in a controlled sandbox. Conveniently Microsoft already had one of those and that's where we are today with XNA being managed.
Pro developers with $$$ can go C++ and native but need certification and publishers etc - the rest of us get to use managed code and its just $99. Of course this may all change with Game Studio Pro due next year - but there are no details about what that will be at the moment.
svxtc
(moved to XNA Framework forum)
The CLR was chosen as a way to simplify game development across both platforms, and to increase the ease of adoption for students and hobbyists. In the future, professional development using XNA will be enabled using XNA Game Studio Professional.
Creating native Xbox games requires membership in the Xbox Registered Developer Program and a full Xbox dev kit.
robinjam
I'm not really sure I understand your question. The XNA Framework uses the CLR environment for the same reason why Managed DirectX does, it's the reason why it exists. If you want to do unmanaged game programing you can use the unmanaged DirectX or XDK interfaces.
Now if what you're really asking is why new XNA Game Studio Express won't support creating unmanaged games for the XBox 360, then the answer is obvious. Allowing users to execute arbitrary unmanaged code on their XBox 360 would allow them to pirate XBox 360 games easily. Even professional developers can't do that, they have to get their code approved and signed by Microsoft before it will run on a consumer's XBox 360.
As for how hard it would be to convert a game writting using the managed C++ and the XNA Framework to use unmanaged C++ and the XDK, I expect that it would about as difficult as converting a manged C++ DirectX game to a unmanaged C++ DirectX game.
Finally, all this has nothing to do with XNA Build, which is system for building games regardless of whether they use managed or unmanaged code. Hopefully, Microsoft will create new forums for XNA Framework and XNA Game Studio discusions.