There’s a ln advantage in one of the DF supplements for archers that reduces reloading time a lot.
Wizards, using the core system also spend multiple rounds in many instance to accomplish anything.
You could run GURPS style racing using squares. It would be a little less intuitive, especially sides but from and rear would be easy enough. In GURPS tactical combat you count facing changes as a point of movement you might run into some issues there.
Action! Is fantastic for a lot of...
On the subject of Magic Systems I lean towards Sorcery myself. I find RPM to be theoretically better but harder to adjudicate in play. I tried in my Musketeer Monster Hunter campaign. It is entirely possible I didn't give it enough time. I have not read the GURPS Gamemaster RPM book yet...
I think some considerations are system based. If your game assumes the buying and selling it magic items you need to be able to accomplish that. If your system requires training time you have to allow for that.
Some examples I think work and have used:
Civilized Phlan - pools of radiance...
Second Darkness has a bad reputation. Shattered Star is a series of large dungeon crawls.
Kingmaker is well liked, enough so that it got a 5e and PF2 release.
Iron Gods is a ton of fun if you like peanut butter with your chocolate. It’s a Barrier Peaks homage.
Giant Slayer has a hit or...
I’ve tried to like PF2. I’m the target audience. Crunchy, tactical. It’s just to rigid. Every year I think about trying it again. Maybe it’s a me problem.
That said the hardback makes things a lot easier for people who come to an AP late. Trying to track down volumes 1,2 of old APs can be...
I’ve got PU10 and glanced through it but have not given it the thorough read I need to.
I’ve always thought about using the Talent rules to group skills together price them but it’s always been a back of my head idea. Not something I’ve ever actually looked at. Kind of a half-way measure...
There are also multiple magic systems fleshed out for use in Dungeon Fantasy so you’ve got out of the box options ready to go.
It really easy to integrate anything else you might need from the GURPS options. I’ve used the Basic Action Difficulty rules from Action! With fantasy. Works just...
Essentially Wildcard skills are bundles of related skills priced more expensively than normal. They are definable for any campaign you want but the supplement has guidelines for creating them and a whole slew of worked examples.. They reduce the number of skills on a character sheet but at...
Wildcard skills can also address the issue of skill proliferation. I’m currently looking at how I can leverage them for Action! for a Night’s Black Agents style GURPS game.
Gaming Ballistic/Douglas Cole GURPS product line is just fantastic. I can’t speak highly enough about it. The Delvers to Grow lets you get GURPS DF characters on the table in less than 20 minutes. Really. The monster books are also amazing.