Meaning no disrespect, but all I've heard of this game (read the rules back in the 90's is all I know, really) is that it is convoluted and perhaps even more un-unified in dice mechanics than AD&D - and RIFTS should be even "worse". So I'm genuinely curious as to the truth to this and how it plays.
I played a bunch of various palladium games in the 80s and 90s.
Palladium fantasy 1e is very much a variant AD&D with the parrying, dodge part being the biggest difference in my view in that it adds in an extra back and forth step in resolving combat attacks so that slows down AD&D's generally quick combat rounds by a decent bit but makes you feel like you are more granularly involved in the back and forth of combat compared with AD&D with 1 minute abstract rounds and just a passive AC defense.
PFRPG also has some very neat alt classes and more interesting combat aspect variations of the nonmagical warrior classes (mercenary, knight, paladin, archer). The alt magics are really cool and flavorful. The races are all over the place, roman wolfen, barbaric ogres, top predator but slothful trolls, and a bunch of really mediocre stat normal humanoid type races.
Balance is all over the place, similar to AD&D, knights are better combatants then mercenaries and paladins are better than knights, with xp charts and alignment restrictions and codes of conduct and racial restrictions on classes to somewhat "balance" them out. It relies more on random stat generation with races tying into number of dice for specific stats. This is an aspect I don't really care for.
Don't really care for the percentile dice skills, defined by your class with a base level then they go up a little bit at level ups. No real guideline on skill checks, just a percentage roll. Useable but not great.
The modern variants TMNT, Ninjas & Superspies, Heroes Unlimited etc. make character creation much more of a mini game with a decently big effect on character power. Ninjas & Superspies had the best differentiators and descriptors of different martial arts styles in any game I have played.
Rifts is even more wildly gonzo and variable in character power options. For us in practice it meant restricting our actual PC choices to the top half of the powered classes which still left a good variety of them to choose from to be somewhat balanced, but even then there are sometimes just better options among those better half like decently strong power armor wearers versus tippy top tier glitter boys. Disappointing to practically lose half the character options but it worked decently for us.