All of that stuff is really useful - I love this place!
@BrianDFS: It's cool to share your experiences, even if they're not directly related to freelance - it helps to give me an alternative take on what my options are. Frankly, yes, I'd like nothing more than to go fulltime indie - I've got the skills and the motivation - but that's a HUGE financial risk, and one I'm not willing or able to take. So in the meantime, indie work stays for the evenings. One thing I'm thinking/hoping/imagining might come out of freelance work is that I can spend the time in between contracts working on indie stuff as well as jobhunting - perhaps some casual iPhone/Flash/Facebook type stuff to see if I can supplement the income, as well as devoting chunks of time to "the" project as well.
@Oddball: Great, this is just the kind of stuff I need to know. I'll look into that, assuming I end up going down this route.
@batelur: Perhaps I over-simplified things when I said "more money" - from what I understand it's more like "more money per hour, but comparable money per year when the periods of unemployment are taken into account". What I'm hoping is that I can use those periods of unemployment to do other, hopefully also profitable work as well as jobhunting.
Regarding emotional detachment, I guess I won't know how I will react to it all until I try it. Whilst I envisage that the more direct connection between putting the hours in and paying the rent would likely cause me to take the work much more seriously (let's face it, it's all too easy to get complacent with a salaried job in a big studio), doing studio work for me has always come with an implied sense of ownership over parts of the game as a final product, and frustration when it's not steering in the direction I think it needs to go to be the best product it can be. What I'm hoping for with freelance is that I can do my best to fulfil client's requirements but not have that investment in the product itself (since, after all, I'm not going to get a cut of any sales bonus, and there'll be another project round the corner). That's the theory, anyway, but I accept that I may be well off here.
Regarding non-games work, I have a non-games freelance programming friend who may be considering subcontracting some grunt work to me, which I'll be fine with. The irony there is that to begin with at least, I wouldn't feel comfortable charging much, since I'm pretty much a n00b when it comes to a lot of non-games stuff, whereas I'd be considered pretty senior and experienced in games. I've not touched a database since I was in college, and my knowledge of programming languages other than C/C++ and a smattering of Python is pretty limited. I guess that would come with time, though, and if I could pick that stuff up fast enough it could end up being more lucrative.