Ok - I've read some seriously different opinions on C++, Standard Library, Best Practices in my travels now. BTW - I'm for using the Standard Library but choose not to for learning reasons (Want to try hand at fairly raw pure C++ for awhile. Can always migrate if my class blow chunks later. I really like the idea of the Standard Libraries "Concept" paradigm.
This is PRO Standard Library and is a good read aimed at us - almost specifically
http://www.gamedev.net/reference/programming/features/modcpp/
The other link I was reading I can't find now - (Sorry) but it talked about how operator overloading redefines the core functionality and is frowned upon in some circles because a programmer can not just read a line of code and be certain what is going on without searching out the source code for operator overloading.
This has some merit - but could just be whining. Regardless - FOR now - my first stab at this - I've chosen to go without "operator overloading" except where it may already be implemented in a library I use and there isn't a choice in the matter.
I also (As much as I like em) am not messing with properties either because in C++ they are kinda bloated (and full of operator overloading) regardless if you use the various "Templates" or the code based version of it. Even if it compiles to tight code - the set up is kind of labor intensive if you write straight C++, and if you use a "template" you really don't know what's going on unless you dig deep. That is MUCH more work then I'm personally willing to do. As it is I've switched to DarkGDK about 2 or 3 weeks ago (like jumped into C++ and DarkGdk whole heartedly) and I'm still not really into the "Game" yet (Iron Infantry) I'm getting there - but...
I AM learning alot regardless. If it wasn't for IanM I would know what I do know about std::string, vector, list, queue and other things. I would have found them eventually - but its nice when someone here knows the landscape and can get you steered to the right things quickly.