To answer the OP, the Savage Worlds rules are awesome. I find them very easy to grasp and implement. I found myself doing about 90% less work GMing with SW than DMing d20.
I had Pirates of the Spanish Main but got rid of it. It did not have a plot point campaign, which is the real strength of the settings books to me. I've run Tour of Darkness (a weird Viet Nam War) and a little bit of Necropolis (a futuristic knights vs. undead). For some reason, SW has appealed to me for games with a military structure. Maybe it's the ease of the players running allied troops as extras. I would like to run Deadlands Reloaded or at least a Savage western, and I think the game could do Star Wars and Conan well. But, my players aren't interested in anything that ain't D&D. It's a shame, because I think SW is really a superior game in many ways.
And that's the "danger" of SW. It fairly ruined me other games, including d20; and I really loved d20.