General Discussion
Not at all. But from having read what I have I suspect it would be very similar in pace to Mutants & Masterminds or even 4th Ed D&D. Combat is designed to be quick and vicious, not unlike Feng Shui, but without the over-the-top HK action movie style.
From my perspective it would handle fantasy and modern infantry combat quiet well; gives a lot of options without getting bogged down in minutia. Infantry level Rifts combat should work really well I reckon. I don't think they've got the Rift mecha combat down right though, but that's due to how they handle MD and mecha and the values they provided. The fix would be to tweak some of the stats for power armor and robots, but I haven't fully completed that or had a chance to test the numbers.
One major combat accelerator would be that they have two types of NPCs like Feng Shui; Wild Cards (Named characters) and regulars (Mooks). If mooks get hit hard enough they're down and out; no need to keep track of HP or would levels or whatever. Whereas named bad guys function like characters.
There's a Fantasy Companion available, but I don't have it. Their companion books are pretty solid, I've got the SciFi and the SuperHeroes one and they've got lots of pre-work done for those genres.
Converting Palladium races would be pretty easy since they're not super beings, and half of them are already there (Elves, Dwarves, etc).
One major difference is that there are no classes in SW; you just pick the skills, talents and abilities you want. Lots of customization possible obviously. For spell casting and psionics I reckon the Fantasy companion has a lot of good material to flesh out the options. In general each 'spell' is a power and thus very effective when used, but you do not get many of them (typically only 2~4 to start).