Making an engine cross-platform means forcing yourself not to use system shortcuts. This means higher quality code on most cases and shouldn't affect performance, unless you're doing something on a really low level, what probably is not your case.
But consider that making an engine cross-platform between Windows Mac and Linux will automatically make it easier to port it to game specific platforms and consoles, since the independent code will already be independent.
My father told me once that unplanned work means doubled work...
If this is an engine that you intent to use in order to actually make games and maybe release them, you may be losing profit here.
But if it is just a "learning experience", you have no real reason to worry, include that win32 with all your might!
Have you made a complete game before this game engine making adventure?