If conversions between GLM and SFML vectors appear throughout your entire code base, your problem lies somewhere else.
Most probably, you have not properly separated the game logics from your rendering/graphics module. SFML is there to visualize the contents on your screen, not to store your game objects' positions. It can of course be handy to use
sf::Vector2 also in your game logic, if the class is already there, but it's definitely not a requirement.
With a clean separation, you would update your graphics according to the state of your game logic -- ideally one layer in your application would be responsible for the interfacing of both. In this layer, you can then apply arbitrary transforms (e.g. units (m) to pixels, GLM to SFML vectors, radians to degrees, etc.). This would not only solve the problem described in this thread, but also allows you to treat both more independently, and modify one without affecting the other.
Also, as a side note: if not the entire flexibility of GLM is needed, it may be enough to enhance SFML's vector with some vector algebra functionality. One example would be my library
Thor.Vectors.