This post by Michael A. Carr-Robb-John, veteran games coder presents some of his own components. Component oriented entity systems are some of the more likely patterns you'll see cropping up in data-oriented design.
These access patterns shuffle back and forth over similar addresses so are much more likely to hit items in the cache even without tuning for the specific platform. You trade off in readability, but it does mean that you can turn the code into a black box as even future hardware releases are likely to benefit from this design choice.
Most data-oriented development should consider the case for parallelism, and this talk by computer science veteran Guy Steele provides inspiration for parallelising seemingly inherently serial algorithms, and also mentions pitfalls that can cause trivially parallel operations to turn into high latency serial operations.
When you are looking at data, values, access patterns and the like, there are some things you need to keep in mind when building your better solutions. This seris of posts will be about things that you should keep in mind, from how to utilise the cache, to what opcodes are so slow it's actually better to have a lookup table*