Fate is ... difficult for me to run/play.For a group that big, that is not great at tactics, I'd take a look at Fate. With 8 characters they can stack up ridiculous amount of Create An Advantage to get their now-we-do-a-really-big-hit (or whatever).
Fate Accelerated if you want to avoid the Skills pyramid.
Fate Core if not.
Here's the challenge I've discovered with Fate (and similar games where you get to create Moves, Aspects, etc.)
The player has to know how to manipulate the game to be effective. There's no course of progress to make a character who's worth a darn.
I'll give you an example of the terrible experiences I've had with Fate.
(And sorry if the example isn't exactly right, it's been a few years ago.)
Me: "Okay, I'm going to have an aspect where I'm +1 to shoot."
GM: "Great! You can be an awesome marksman."
Other Player: "I have an aspect of anytime I'm in a high-stress situation, I'm +4."
GM: "Great! You'll always be good!"
Me: "Uhh ..."
GM: "Hey, it's not my fault you don't know how to make effective Aspects in Fate games."
Every time I've played Fate or a Fate-inspired game, it's like this. Willy-nilly GM fiat that hamstrings players who can't magically guess the right theme or flow of the game.
For me, Fate feels like not so much a game as it is bribing the GM by bringing his favorite brand of cookies.