I use pre-multiplied alpha almost exclusively, since it is useful for being able to perform alpha blending and additive blending in a single operation. In pre-multiplied alpha, instead of doing a (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) blend operation you do (GL_ONE, GL_ONE_MINUS_SRC_ALPHA) and assume that the source color has already been multiplied by its alpha value.
This way, if you want to do regular alpha blending, you supply a texture in which the color values are scaled by the alpha value. If you want to do additive blending, you supply a texture in which the color is not scaled, and the alpha is 0. You can thus combine the two types of blending in a single operation, in a single texture.
The fix I applied is simple, consisting of another enum field added to sf::Blend::Mode, and the line case Blend::PreMultiply: GLCheck(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)); break added to Renderer::SetBlendMode.
Perhaps you guys could consider making it official?