I gave Savage Worlds a spin a few days ago, and i can't say it was entirely successful. I am finding it hard to determine whether or not the rules are good or bad, on the one hand i did manage to stab one of the players to death, so that would testify to its lethality, OTOH i can't already measure whether combat was fun or not, and most importantly, whether or not it was fun enough to run an entire campaign in this system. I like the accessability, it was easy to pick-up for gm and players, i'm just not sure i has value. I see what you are saying about shields and such, though i don't entirely agree on the evaluation on that mechanic, In fact i might like that better than the standard "130" hit points.
I'd been running two Savage Worlds campaigns for a while now, one of which is homebrewed. The main one still ongoing is Interface Zero 2.0 (which is awesome), while the homebrewed one is a zombie apocalypse game.
I can't say that I liked the bennies idea initially, but at least in SW, it isn't just an awesomebutton. I also don't like having players disconnected from the characters with metagame elements, but at least the interpretation of benny usage is completely left to the GM. What I would do is to let my players know that bennies are used as stamina points. They get more bennies when they pull off really good plans or moves, or show that they're constantly on the go rather than popping moles behind cover. Additional bennies represent the PCs getting their second wind.
The "shield regen" thing isn't that big a deal because of the swingy nature of dice rolls, and you'd have to roll a 4 on Spirit anyway. I once had a player roll up to 30-odd points of damage when he burst fired, instantly killing a heavily armoured enemy wild card. Actions like ganging up, taunting and using the environment to one's advantage can easily take out a couple of mooks in one round. In my zombie apocalypse game, I had a tough, fast-moving zombie boss wild card that was taken out by players in 2 rounds because they used positioning to their advantage.
The Wild die annoyed me at first so I houseruled "no bennies on snake eyes". Certain actions are also barred if characters are untrained in that skill. This makes players more cautious when choosing whether or not to roll.
I houseruled the default exploding dice rules with
this. so results become less swingy and higher dice means higher success probabilities.
It's not my favourite system, but it is great if fast pacing is needed. Bennies took some getting used to (I played CRPGs before TTRPGs). The players in Interface Zero 2.0 had some fantastic moments, including shutting down the building's security system to stealth through a heavily guarded area, but not before hacking into a turret to take out a boss NPC later on.