I've been doing some thought of this kind of stuff myself, and it was actually 
a part of the reason I was considering hopping over to Ogre3D. I would actually 
suggest however taking a look at Light Indexed Deferred Rendering or Inferred 
Rendering as possible alternate implementations however, which address some of 
the issues deferred rendering has at the expense of a little bit of 
performance. There is something else to take in to account performance wise. It 
may be wise to design the resource manager in a data-orientated way, meaning to 
store all of a variable's values, such as a vec3's x value, in a single array. 
dtEntity's properties class seems to do this. This will assist in preventing 
cache misses, and thus increase the speeds of going through data. I would 
suggest however using memsize types where possible (I.E. using size_t instead 
of unsigned int), which will eat up slightly more memory, but will also help 
prevent memory allocation errors on 64 bit platforms.

Cheers,
Peter

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