C++/C# plugins: yes.
Pipelines? Please no.
For us as outsourcers, the worst pipelines are the ones written in C++ or C#, because this is game dev, and most studios don’t seem to spend a lot of time to make their pipelines distribution safe. Many pipelines work in the “home studio” but once you give them away they clash with unfamiliar IT, OS and network environments. This affects pipelines from reputable studios too. We as outsourcers are then left to wonder over cryptic stack traces and exception reports and there is nothing we can do, other than waste a full work day to see if our clients on the other side of the world can figure out why. Often their TAs do not know either (because it’s a cryptic stack trace, who knows what it means and what causes it?) and then have to call in their programmers, which takes even longer. If pipelines were written in Python we could at least look into the problem ourselves, or the client’s TAs could to understand what causes the error. Often errors are caused by things which are easy to fix, but if you don’t get a good error report it’s hard to do anything about it. Also, making little customizations for your outsourcer are much easier to do in a scripted language, or the outsourcer can do them themselves.
The problem gets worse the more integrated pipelines become. So either write them in some code that can be inspected or spend more time on testing - but who has time in game dev?
Personally I hope that Python will get more traction, now that 3ds Max supports it.