Ok, I will try my best to explain this
This will start to get into the world of managing screen resolutions
This is a fairly common problem and as eXpl0it3r said above the most general fix is to make sure that your view position is in whole numbers only(no floats). The reason for is not because of how SFML works, but because of how OpenGL rasterization works. With views that have positions as floats you end up with texture pixels that are supposed to be split across multiple screen pixels so OpenGL does its best to make it line up (which in this case causes lines to appear and this is where anti-aliasing can start to play in).
However in your case you have something else going on (besides float positions on your view). When you make a smaller window and then set a larger view than the window's actual size you break that 1:1 texture to screen pixel mapping and once again OpenGL has to compensate with rasterization.
There is a few things you could try to fix this, first thing that I would recommend you consider trying is to have a list of valid window sizes and then match the view's size to exactly match the window size. This way it should prevent OpenGL rasterization from kicking in. However with this method it has a one big draw back and that would be that some users of your game would be able to see more or less of the playing field depending the resolution. That is why you should have a list of valid sizes that are a not going to affect the game too much.
Another solution would be to instead of letting OpenGL make things match your view, you could instead draw everything to an off-screen buffer(
sf::RenderTexture) and then scale that to match your view. A draw back of this solution is that the off-screen buffer would be limited by the GPU of your users(maximum texture size) and on older GPUs this can be as low as 512x512.
A third option would be to create a hybrid solution of the two previous solutions. Have you ever watched HD tv where they were broadcasting non HD formats? Or you may have watched something that had a different aspect ratio than your tv was? Generally in order to preserve the aspect ratio you ended up watching that show with black borders around the actual show.
The way this works is you can provide as many different window resolutions to your user as you want, but your game will maintain the same aspect resolution. You can achieve this drawing everything to an off-screen buffer and then scaling it to fit your window while maintaining the aspect. Even if that means centering it on one axis and leaving black bars on the sides of your window.
In my opinion you should go with the third option and then provide an option to the user to maintain the aspect ratio or scale your off-screen buffer to fill the entire screen (causing some distortion).
I hope this helps you