I don’t think compile times are that much of an issue.
Of course £60k a year for a coder is over AAA salary for most of Europe, and not really indie pricing. You can see @cliffski2 is a very successful dev, and he most likely does over that number since he has his own company, so the salary he quotes is not a salary that had to compete in the market and is illusory. His games (which I really like, btw) are very programming heavy and art light, while normally (although the indie space allows for extremes) you’ll have 3-4x more artists working on a project than programmers so artist cost is 2-3x times coder cost. Even GSB doesn’t have that much art. So it’s a cost breakdown of a very specific kind of game using a projected coder salary that wouldn’t probably be there with a real employee. I would be much more interested in seeing the cost had he outsourced the coding too, as he did everything else.
But if you had to hire somebody to do the coding (and thus wanting to compete in price), in the indie game space you probably can get somebody much cheaper. If you are willing to outsource (to an European developer with,say, over 5 year experience) you can lower that cost to 33%.
Example: The recent Eugen Systems kerfurffle was because the devs (several years of experience, many games, working on a custom engine…) were getting paid $25k(£20k) and given that they did lose and got fired, it’s probably lower but not that much lower than the market price (I would say it’s about €30k here for somebody with several launched games, depending on how much you want to negotiate and if you want a very specific previous experience -console work, for example-).
Tll, dr: good computer for your artists (normally) save much more costs that good computers for your coders (although ideally you want everybody to work swiftly and have good computers anyway, but certainly, once you factor in the graphic tablets, the artist computers tend to be the most expensive).