That is a pretty weird error log, but it seems like the first error has something to do with your setup and headers/frameworks. Since it's referencing a standard header (in a 10.4 location) and it's missing... Not sure exactly how that happened. But again I've never seen those kinds of errors. Does the dev tools package have a default setting for where headers are found?
I just talked to my friend who got 10.6 and it compiled (with a few regular warnings that python always gives off, since his version of GCC is higher than mine and at some point they stopped going easy on non ansi stuff). Still awaiting more testing, but it seemed like he didn't run into the same errors.
Well, like I said, I prefer source compilation (and most of the people testing for me haven't had many problems other than setting up the right build environment, which again seems to be the problem here, unless they were building on windows, which is special case). But in any case, it just gets more complicated when dealing with binary libraries, etc, when just compiling from source is easier for developers. And, this really isn't the view that the average user will see anyway, since I'm going to be offering built executables that they just download and can use instantly without any kind of building. I do also want to provide official xcode project files, but it's much more of a complicated tool than cmake is to get working right. The trouble is, I never really know any fellow programmers using osx who want to contribute that kind of help.
I haven't changed the libraries too much, aside from updating where some external libraries were, and adding my own files to simplify the build process, but that's it. All of my changes are documented in Docs/Libraries.txt.
I wish I could figure out why your build environment is referencing standard C++ headers that don't exist for you though. I'll try to do some research into any special cmake changes I need to address to deal with multiple macosx sdk's installed at once.