I'm not saying an Indie game doesn't deserve full quality. But some simply can't afford it.
The mistake you're making is assuming that quality of music costs more - when I don't believe it does. I can create high quality music for a client only wanting non-exclusive rights and is paying the lowest rate I can accept because I know I'll be able to re-use that music cue and it can still (and often does) reflect my company and work positively. It's the usage and ownership that can cost more. Simply lowering the quality of your music based on a client's budget is a bad idea and could risk giving you a bad rep over time. Instead strive to do your best each and every time - regardless if the client is paying $100 or $100,000.
Plus, I dont plan to provide anything thats half-worked or weak, just shorter loops or less complicated tracks. It takes a lot less work to make a synth-driven techno-ish or ambient track than a fully orchestrated theme song.
Your previous statement....
I wouldn't use my higher quality tools and they'd be simple loops of sufficient quality for a indie game.
...certainly paints a different situation. I urge you to reconsider your wording and how you approach these matters publicly as you might be giving off the wrong impression to potential clients. After all - how many clients start their audio search off by saying "we want mediocre!!!!" Not very many.
Maybe it's not half worked as you put it - but if you're not using the higher quality tools just because of the budget it does leave a potential client to question "how good is this going to sound in the end?" On top of this is the fact that you're publicly saying you're not going to use the full power of your studio to make your work sound as good as possible. So as a client - what incentive do I have to hire you over another guy? Perhaps another guy who might even cost more but is telling me "I'm going to make this audio kick arse!! I'm so pumped! I have tons of great gear and ideas to throw your way!!"
Frankly your method - even if the music isn't half worked comes of as "hey, if you don't pay me what I think it fair, I'm not going to work very hard. I'm not going to use every tool I have to make your game's audio the best it can be."
Also you're making the mistake thinking that indie games do not need high quality orchestral music as well. Check out Sean Beeson - one of the best orchestral composers around. He's a great guy and very friendly. Much of his work is appearing on the iPhone and mobile devices. By most definitions that would classify as an indie project - certainly not at the level of a current-gen console project.
And besides making high quality synth-driven techno can and often does require just as much effort and attention to detail as a finely crafted orchestral piece. It just requires a different set of tools and approaches.
I have just noticed there is a different amount of work that goes into composing certain types of music. Maybe this just speaks to my approach or lack of experience, I dont consider myself an expert at this point.
I think everyone has their own individual strengths as a composer. I wouldn't say this is due to your lack of experience - simply just the individuality of each composer.