I'm quite new to SWADE but I think overall the system is pretty good. It's a complex system, there are a lot of moving parts. It's not suited to all styles of game. And I feel that a straight conversion of a PF adventure path is not a great fit. As others have said - there's too many little fights and that turns the whole thing into a slog.
BUT... I've run an AP in PF1 and I had to remove a lot of encounters as all they did was slow down the game for no reason. Especially high level PF1 where so many encounters are just speed bumps. They're the sort of encounters meant to wear down resources. But SWADE doesn't lean much into resource management. (There's some, caster power points for instance, but it's not as central a tenant as it is in DnD-alikes.) So it doesn't make sense to have loads of little fights. (Unless y'all enjoying the combat for itself.)
@thullgrim 's advice on using the quick options strikes me as excellent.
Re. bennies - call me the Spacing Guild - the bennies must flow! Yes, it will effect the game style a lot. More bennies means more cinematic. I'm good with that. Obviously YMMV etc.
Re. playing NPCs in less than the optimal tactical way - it's fine. More than fine. Many moons ago I was having a flick through the 1st ed. Warhammer RPG. (It was the new hottness at the time.) I remember reading the stats for, IIRC, giants. And it listed a weakness - drunkeness! Mind blown.
It was the first time I'd seen something like this in a rules set. A weakness that was a character flaw. Something that would encourage the GM to play the NPC in a less than optimal way. The concept gelled with me immediately. I expected my players to role play
their characters. Why shouldn't I? So yeah, cowardly goblins using gang up, crazed berserkers going non-stop wild attack, etc.
Cheers y'all.