What? Transparency sorting is back-to-front regardless of renderer type - therefore, common functionality that goes in a base class. It's not a "badly designed god-class", it's "basic usage of C++ OOP principles".
Not really. In most cases, yes, but there may be special cases where it would take too much CPU to sort everything using the same system, depending on the content, and structure. In this case it would be extremely inefficient to limit yourself in this way. There's a lot more that goes on than just sorting though in a full featured game or simulation system.
Oh, yes? May I, perhaps, have a screenshot or something? No performance hit? Unless you have the gbuffer and other post-processing textures constantly set up (wasting memory when not using deferred shading), there is no way what you're saying is true. Trust me, I sort of know what I'm talking about:
Yes, you do sort of know what you're talking about, but apparently not enough to understand how the example code I posted can work cleanly and efficiently (including memory footprint). But like I said earlier it's all to easy for someone your age (trust me, I've been there) to make the mistake you're making now, and thinking that your relatively limited experience enables you to tell me that my engine cannot be doing what it is already capable of now. I'm not about to go doing the same either, because I recognize that my own experience is limited, and there's always something new to learn, if you keep an open mind.
Edit: BTW, you might want to tone down the HDR and add a little more global illumination to that screenshot, unless you're going for the unreal look (which you may very well be for all I know).
A full deferred renderer with efficient light shading and proper transparency, etc. cannot be elegantly implemented as a single class that "switches" between forward and deferred rendering seamlessly.
Judging by your posts, I'd say you're thinking about this in totally the wrong way. Yes, it can be elegantly implemented in a single class, and yes, it can transition flawlessly between forward and deferred rendering without a hiccup. Oh, and also with full-screen motion blur, subsurface scattering, high quality SSAO, etc. All this I've done in about 4 weekends as a prototype for my hobby engine project on my laptop, so it's really not that hard. I might give you a screenshot, but then that wouldn't really prove anything (and besides, the art is still work-in-progress).
Compared to what I'm doing at work, this is all relatively simple programming - if you're still doubting that I "know what I'm talking about". Honestly, I can't reveal any of it or what I'm doing, I can just hint by observing the fact that the company I work for develops technology that ends up being used by the US and Canadian military, and it's pretty interesting stuff
But this is getting off topic. If you want to continue trying to prove that what I've done is impossible, go right ahead

. You're not going to get anywhere though, because it's all true.