(Partially extracted from comments I wrote earlier)
I don't think there is a comprehensive answer. A lot also depends on the specific use case and needs to be judged on a case-by-case basis.
Templates
Templates may result in code bloat, yes, but they can also avoid it. If your alternative is introducing indirection through function pointers or virtual methods, then the templated function itself may become bigger in code size simply because function calls take several instructions and removes optimization potential.
Another aspect where they can at least not hurt is when used in conjunction with type erasure. The idea here is to write generic code, then put a small template wrapper around it that only provides type safety but does not actually emit any new code. Qt's QList is an example that does this to some extend.
This bare-bones vector type shows what I mean:
class VectorBase
{
protected:
void** start, *end, *capacity;
void push_back(void*);
void* at(std::size_t i);
void clear(void (*cleanup_function)(void*));
};
template<class T>
class Vector: public VectorBase
{
public:
void push_back(T* value)
{ this->VectorBase::push_back(value); }
T* at(std::size_t i)
{ return static_cast<T*>(this->VectorBase::at(i)); }
~Vector()
{ clear(+[](void* object) { delete static_cast<T*>(object); }); }
};
By carefully moving as much code as possible into the non-templated base, the template itself can focus on type-safety and to provide necessary indirections without emitting any code that wouldn't have been here anyway.
(Note: This is just meant as a demonstration of type erasure, not an actually good vector type)
Smart pointers
When written carefully, they won't generate much code that wouldn't be there anyway. Whether an inline function generates a delete statement or the programmer does it manually doesn't really matter.
The main issue that I see with those is that the programmer is better at reasoning about code and avoiding dead code. For example even after a unique_ptr has been moved away, the destructor of the pointer still has to emit code. A programmer knows that the value is NULL, the compiler often doesn't.
Another issue comes up with calling conventions. Objects with destructors are usually passed on the stack, even if you declare them pass-by-value. Same for return values. So a function unique_ptr<foo> bar(unique_ptr<foo> baz) will have higher overhead than foo* bar(foo* baz) simply because pointers have to be put on and off the stack.
Even more egregiously, the calling convention used for example on Linux makes the caller clean up parameters instead of the callee. That means if a function accepts a complex object like a smart pointer by value, a call to the destructor for that parameter is replicated at every call site, instead of putting it once inside the function. Especially with unique_ptr this is so stupid because the function itself may know that the object has been moved away and the destructor is superfluous; but the caller doesn't know this (unless you have LTO).
Shared pointers are a different beast altogether, simply because they allow a lot of different tradeoffs. Should they be atomic? Should they allow type casting, weak pointers, what indirection is used for destruction? Do you really need two raw pointers per shared pointer or can the reference counter be accessed through shared object?
Exceptions, RTTI
Generally avoided and removed via compiler flags.
Library components
On a bare-metal system, pulling in parts of the standard library can have a significant effect that can only be measured after the linker step. I suggest any such project use continuous integration and tracks the code size as a metric.
For example I once added a small feature, I don't remember which, and in its error handling it used std::stringstream. That pulled in the entire iostream library. The resulting code exceeded my entire RAM and ROM capacity. IIRC the issue was that even though exception handling was deactivated, the exception message was still being set up.
Move constructors and destructors
It's a shame that C++'s move semantics aren't the same as for example Rust's where objects can be moved with a simple memcpy and then "forgetting" their original location. In C++ the destructor for a moved object is still invoked, which requires more code in the move constructor / move assignment operator, and in the destructor.
Qt for example accounts for such simple cases in its meta type system.