Sure, I understand that the old API might seems like a suboptimal aspect to base suggestions for optimisations on. However, I brought it up for two primary reasons:
1) I assume that you've reused substantial amounts of the old system in the new architecture. Also, the creation expense would come from SFML-side calculations or initialisation, or from creating OGL resources, and these things should still be similar and incur a comparable cost.
2) The new API seems to present a similar usage affordance (how the code and classes suggests/invites to be used). The old static construction methods screamed to be inlined inside Draw() calls, which is why such a hefty cost from that was surprising to me. Therefore, there is a strong likelihood that the new API will be used in a similar way with the same overhead, and which is why it might still be a good place to consider for optimisations and documentation notes.
As for the main focus of SFML bottleneck being sprite rendering, in my use case that wasn't so: only about 1% time was spent actually rendering. However, our game only uses hundreds of sprites on-screen on any single time and I realise that for thousands-of-sprites games and with dense particle systems things will of course be different.
I will upgrade to the stable SFML2 when it is released and will of course post profiling results here if you're interested.