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My main thing with perks/flaws is that you should partner them in some way most of the time. A character taking a flaw should always have it matter.

I feel that in Savage Worlds, play is fluid and the mechanics are well-designed enough to be okay with a trade-off system, but Savage Worlds is just generally a solid system.

I would like to adapt my Fractured Realms setting into a Savage Worlds campaign instead of D&D some time, and that is why I tried to make it an adaptable outline.

I'd say don't do a straight up conversion, but rather try to keep the feel of the setting. Savage Worlds does really well when you keep the feel/flavor, but doesn't do straight conversions well imho.

What has been written so far is fairly system-agnostic. Races and deities can be swapped in or out as needed easily enough.