I've put some sample code up on the wiki regarding collision detection, not sure if its the kind of thing you're after.
http://www.sfml-dev.org/wiki/en/sources/simple_collision_detectionwhile pixel perfect collision detection isn't necessary all the time (and is indeed CPU hogging overkill in most situations) there are times when it is needed and acceptable to use despite quasius's intense hatred of it.
The code I've put on the wiki isn't the best for using pixel perfect detection heavily but its perfectly usable sparingly on any thing I've tried it on. The Circle, AABB and OABB tests are much quicker and cover most situations on their own. This system won't easily let you breakdown sprites into polygon primitives for detection but might be worth using as a start in the absence of any other code.
I've started looking at bitmasks for pixel perfect collision, but I need to improve my maths skills for rotations and translations
My version certainly isn't as fast as PMASK but to prove that pixel perfect collision detection can be done, the PMASK test happily does realtime collisions between 21,000 objects on my machine without even blinking.
http://sourceforge.net/projects/pmask/Edit: Just re-read the start of this thread. I think any collision detection solution should be completely separate from the core of SFML. Its not really the type of thing a media layer should be responsible for.