Yeah, that's why people that tend to write their own little physics engines in 100 lines or so were at some point professional devs. They got those skills at a time when they weren't making an independent title.
Heh, I wouldn't be surprised if that were true, indeed. ^_^
As a minor counter-point, I myself once worked in a (small, admittedly) game studio, and I've even made a simple 2D physics engine for J2ME mobile devices. That said, unless I had an extremely good reason, I'd prefer to stick to middleware--more time spent on the game, less on technical matters, in general. (As seen on a later mobile project, for which I used a middleware engine.)
Of course, physics is not my forte as a developer, and I daresay that it would take me more than a hundred lines, and a fair bit of time, to make a decent 3D physics engine. (I daresay that I could do it; it would just be a fair investment.)
That said, I suppose that I'm not really arguing against you here. Rather, I want to add a cautionary note in case someone reads your quote above and infers that any one-professional dev. should be able to make a 3D physics engine in a hundred lines and a short time-frame. Different devs have different skills, and different levels of experience.
The implication is getting that kind of skill is time consuming, whereas having that kind of skill on-hand is really valuable.
True, I imagine. And I think that that's true of pretty much any applicable skill: physics, gameplay, art, rendering, and so on.