Are there any particular aspects of it that you're concerned about?
Well right now I'm making my game (fantasy scifi type of stuff) for 13th age, which I really enjoy but it's becoming pretty overwhelming (which I assume is natural) so I was looking at other systems. I want something that's easy to create for but the most important thing is that I have specific classes set up. So GURPS and HERO don't really have that, though its easy to just throw together some skills and call it a class or race, and I was wondering how FATE handled that type of play. Additionally I wanted to have a MP based magic system, which is incredibly hard to do correctly in a tabletop game, and was wondering how malleable magic systems are in FATE. Ideally I want something more narrative, which is why I went with 13th age in the first place.
I guess the biggest thing I want is for classes to feel very unique during play. I want my bard class to be able to put different harmonies and melodies together to create different effects for their party. I have androids that function similar to how megaman games work, I have sentinels which are similar to jedi/paladins, my Archons are like the martial artists from dragonball z, my Primus class are like benders from TLA and Korra which use solid, liquid, gas, and energy. My wizards deal with quantum, time, and cosmic (dealing with fundamenal forces of physics), my binary which are my clerics than switch between negative and positive energies. Spectres are my rogues and assassins which function like avengers from 4th edition and assassin's creed games and of course my Blades which are my fighters.
The game takes inspiration from stuff like Numenera, Phantasy Star Online, Final Fantasy series, Chrono Cross and Trigger, mass effect etc etc. How well will fate handle all of this that I have described? I want the players to feel like they are completely different from any other classes. Can fate do this?