@mdwh2
I'm not knocking the STL, it's very powerful and the containers and algorithms are usually highly optimised and I do use it.
However, I'm also realistic about things. The STL is a genereral purpose, template based library and is not the most efficient solution for everything. As with all things, it comes down to common sense. I'd never use a std::vector for a bitmask, I'd never use a std::string to hold an invarying string where a C style const char* is just as useful. I don't use C++ streams for basic IO (although if I need some complex tokenisation etc, then of course I would).
The reasons to use or not to use STL amongst game devlopers varies. Although I'm not a game developer, in my case, it comes down to many hours of examining the compiler output and profiling code. Wherever cycle-efficiency has been important I've managed to find faster solutions to just about everything it provides that I would otherwise use, but of course that is at the expense of generality.