I was never a Savage World's guy, but not because of any particular or specific failing with the system or setting – it's just that after 30 years collecting and digesting role-playing games of various sorts, it just didn't bring anything to the table that I didn't already own and the mechanics are nothing special to phone home about. If anything, it goes out of its way to be sort of bland and inoffensive for a cinematically-inclined role-playing game. It is a full on traditional GM-centric stat+skill system with all that that implies in all the baggage that comes with.
Not really my bag. But it wouldn't even evoke that much response from me (this much response for me) if it wasn't for the fact that for a year or maybe two, Savage Worlds was the only RPG that the bouncy, enthusiastic masses on RPGNet would recognize or talk about, and if you weren't into playing Savage Worlds, you weren't worth talking to or about.
As someone whose tastes run a little more out of the mainstream, it was and remains not a great place for me to share my ideas on the subject. And that's a real problem. Sometimes the fan base for a game is something that the developers sort of grow organically and they have very little to do with the formation of, but that's not the case here. Pinnacle has really courted a certain demographic slice, and they work it very hard.
I've never found that licenses have done much to improve role-playing game for me. Either the material is such that my immediate reaction is "I can certainly do better than this," which is a valid source of inspiration, or the material doesn't really give me space to do my own thing and demands by its presence that I do something else. It's just more burdensome than usual, multiplied by the fact that there is a strong portion of the already described toxic community which will tell you, in no uncertain terms, "you're doing it wrong" unless you get every little jot and tittle about the wider setting that is supposed to govern your game dead on, dead nuts perfect. God forfend that you leave out an element of the setting that they find absolutely crucial. You'll never hear the end of it.
For the same purposes that pinnacle puts Savage Worlds to, I suspect that my preferred option, if I were going to stick to the traditional GM-full gameplay architecture, would be to involve Wushu as the core system, because it can do anything Savage worlds can put on the table and dance around it while keeping the players engaged and interested in what's about to unfold at every given point.
That it's free is just a little extra gravy.
For someone looking to experiment with more solo gaming experiences, I might even suggest the Two Hour Wargames free core mechanics which can be pulled from the website. Using them, you ought to be able to run almost any modern or medieval game without actually needing to own every miniature, spend 10 minutes on a character sheet, and go often to combat which has a very limited number of possible outcomes. You never know exactly what is going to break whether it be your way or the other way.
And it too is free.