>There's zero overhead and you guarantee to be covered in the edge cases where you do end up needing deallocation.
If you suddenly find yourself in a position when you need deallocation for something that is not supposed to be dislocated then I'd rather have it fail with as much noise as possible than have it covered. E.g. I prefer game crashing on out of memory rather soon than going on with thrashing the heap till it crashes 8 hours into the soak test due to the heap fragmentation.
>It's simply a better designed and more flexible container than a raw array.
Tastes differ. I ship games myself and almost all programmers I know do the same. I don't know anybody who would agree with this. Just to be clear, I am talking about destructor of an array. Wrapping arrays in structures is fine and everybody does this.