Consider also debugger support. If you program game logic directly in native C / C++, you can debug using your compiler's tools. With a scripting system, you'll have to implement debugging yourself if you want the same level of access. The script VM may help in this by providing hooks for breakpoints, single-stepping etc.
Though, once you have script debugging in place, you can go above and beyond of what gdb or Visual Studio could provide by tying it into your game engine systems (e.g. editing the game object properties while the game is running, selectively suspending or restarting specific scripts..)