Great idea. I already know some of the articles/books you posted and will surely take a look at the others.
Creating an engine that is maintainable, efficient and also has high usability requires a lot of skill in my opinion and it's never wrong to learn from the experience of other devs. It's particularly interesting for devs working with SFML because SFML is no game engine but a library suitable to develop one.
The main insight I've gained developing an engine is that the engine's code should not grow when adding content to the game. Everything content-related should come from outside, using scripts/xml/databases/other files but no code. You don't want to recompile your game only because a line in a dialogue changed.
I've managed to apply this insight in my engine to dialogues, npcs, level/map files, special enemy behaviour, items, equipment, quests, music, translations, weather, triggers...
I didn't manage to do it for enemies, sound and special game objects (like a trampoline for example). I'm still working on it because having to create a c++ class for each enemy is not as flexible as it could be.
I'm currently also working with Unity and try to distinguish which parts of that engine are good and which are rather bad ideas.
Anyway, thank you for this thread. If I stumble upon a great article regarding engine design, I'll post it.