I didn't mean an example of a game built with it - there are lots of those. :) As you say, it's an old methodology, with Scott being the first one to really spread it around (as far as I could find), so there's a decent amount of proof it's a viable strategy. But aside from specific questions on SO and such, I couldn't find a lot of talk about it in a general, but practical sense. i.e. here's what you do to implement it, here's what a game looks like in it.
Implementation: Game Programming Gems 6. (Or possibly 5) :)
And Thief really is a prime example, because it comes with an editor that exposes the component system. That completely covers the "here's what a game looks like in it" angle.
There's also a whole load of info on "data oriented programming", which sort-of follows a similar approach.
Not that it'll help your specific issues, but I figured I leave pointers for anybody else reading about it and being interested.
Edit: Oh, and before I forget it: Search for "functional reactive programming" - that goes down this path a bit further, and it's as the name implies a good match for functional languages.
As a more modern example, you could look at Scribblenauts Unlimited, which also has a component system and some fairly deep and general logical systems. There's an item editor, which exposes all of the underlying interaction logic and component interfaces, and also does some interesting things with sprite generation.
I didn't mean an example of a game built with it - there are lots of those. :) As you say, it's an old methodology, with Scott being the first one to really spread it around (as far as I could find), so there's a decent amount of proof it's a viable strategy. But aside from specific questions on SO and such, I couldn't find a lot of talk about it in a general, but practical sense. i.e. here's what you do to implement it, here's what a game looks like in it.