Don't hop around just to find the best possible API. Rethinking your language/API choice is something to do after completing a project and before starting a new one. There's no reason you should have to abandon using SharpDX (or "your API of choice" to be more generic) mid-stream.
Do note that SharpDX, being a c# wrapper around DirectX, is still fairly low-level. The SharpDX Toolkit is coming soon which will behave much more like XNA did (giving a high-level interface to the library), but until that's released, you're doing a lot of the groundwork yourself for rendering. You've basically just got c#-friendly handles to the native DirectX functions, but no framework to speak of (something the Toolkit will do and XNA already did for you). Which is why you're writing a framework when you follow those Rastertek tutorials.
I will try a pong next, but I feel like I spend 80% to graphic initialization and handling then the actual game