I don't think that's a good solution. 62 sounds is an awful low value for sound rich applications.
I don't use them but I could. Actually , those sounds where to be played when several different objects collided between themselves or the world. Boxes, tin cans, etc.
And I use one sf::Sound per Object.
Having to reimplement a queue to recycle sounds really beats the point of having a Sound object at all.
And also, 62 where my audio card max. But some cards only have up to 16 channels. An action game is most likely to have more than that number of consecutive sounds (Shots, enemy screams, hit sounds, explosions...).
You should point this out somewhere in the documentation, so library users send the SFML-SDK's OpenAL DLL with their software to aviod problems.
-Martín