To be honest, I don't care at all about performances. I doubt this would make a significant difference. My main concern here is rather about the design
I can't see why it would be a bad design to allow for user defined RenderTarget specializations, that are fully interface compatible with the rest of SFML - if you cut out the performance aspect. But I'm not that experienced, so I have to ask you why
Because from my point of view it would be a good design if I could implement a BigRenderTexture that behaves just like a RenderTexture from the outside.
Or consider another question if you have some spare time and interest
: What do you consider is the best way of realizing such a BigRenderTexture if you want it to be able to draw all SFML Drawables in the current SFML state? Without touching the SFML implementation, if even possible.
My approach was to simply derive from RenderTarget and use an Array of RenderTextures to redirect the draw call to, corresponding to the draw position of the Drawables. The draw position is however not known until the specific draw call. (The one that is called from the Drawable to the RenderTarget)