Ok, I'm still leaning towards Lua.
Some final thoughts:
luajit should be intergrated into Urho3D (if possible). It provides multi-platform bytecode and better performance than regular Lua bytecode
luajit disables "Just in Time" for iOS anyhow (due to App Store policy), so you can't have dynamic code in-game, or if you really need that, you must have it in non-bytecode form (i.e. source)
So if someone wants to use Lua with Urho3D in the current form and wants to compile source to bytecode, here is my process:
on PC, Linux and Mac, use luac. This gives x86 bytecode
on Android, iOS:
1) Install an Android Virtual Machine
2) Compile Lua for Android using NDK (lua (ARM) + luac (ARM))
3) Transfer luac (ARM) for Android to Android Virtual Machine, plus your Lua scripts
4) SSH to Android Virtual Machine, and run luac (ARM) on your scripts to get a bytecode version that works on ARM. Those bytecode ARM files should work on iOS as well.
If you don't like the above method, you can get an ARM Linux distro and run it on you x86 machine using QEMU.