You aren't really thinking, you are reacting here. You are trapped in a maze. Your freedom to make decisions and alter the course of the adventure is blocked off by cold stone walls. You are expected to be the rat in the maze, wander around, and fight against oppressive limitations to show some individuality. There is the illusion of choice, but there really isn't much choice except for, "where do we go next?" Watch this:
Contrast this with non-linear play. You are a cowboy walking into an Old West town. Go from there. Do you rob the stagecoach? Do you wander into the saloon and look for trouble? Do you respond to that "help wanted" poster on the sheriff's office? Do you stand up for that lanky prospector being ruffled up by the local ruffians? Do you watch as the two gunfighters stare each other down?
You are only limited by the hooks and opportunities the referee presents to you. You area free agent, and you are free to chase down whatever hare-brained idea or silly course of action you can imagine. Like an open-world sandbox game, whatever you do is fine. A great referee will improvise and wing it for the whole session, and react to whatever the players come up with on the fly.
Dungeons are easy, and they focus the group's attention on one situation and location. They are useful and create tension, but after a while, they begin to feel artificial and limiting. There are no other options but "door A" and "hall B." Our group has done them to the point where dungeon based modules elicit groans from my players.
Still, a pulp-inspired underground massive ritual chamber is fine. A giant maze where you have to map and wander around aimlessly is not. A lost tomb with a central corridor and adjoining chambers (for mummies to break out of) is fine, a tomb that takes up an entire piece of graph paper where the entire session is spent lost in the corridors is not. Pulp-adventure means classic action-movie inspired sets and locations, real Temple of Doom stuff, and fun and dynamic locations.
I want the game to play like the pictures. I do not care about supporting rules which get in the way of fun. A fighter is a someone who knows how to use a sword. A mage knows magic. A thief is sneaky. Powers are powers. People learn the things they choose to learn. The people in the artwork do not have leg shackles on them chained to large iron d20s. They are "adventurers" in any game system. That mage above? Just casting a spell, and in my game, something from the Savage Worlds rules. And something not converted over, and no-one in this world speaks of levels, alignment, classes, or magic missile.
It seems dictatorial, but conversions like this are notoriously weak-legged, with that feeling of "lets go back" to the original rules hanging over the game. Being clear on "what this game is going to be like" helps a referee keep it on track, helps players know what they are getting into and how to act, and it sets expectations on how much of the original source material from the rules is going to be used. You don't want to be playing, have a player expecting to play a specific "mesmerist" or some other in-the-game class, and have that player expecting one thing while the game is doing another.
In this case, none of it. The Inner Sea World Guide is the game's bible for "what the world is" and "who lives there." That cover sets the tone for the game. The pictures of adventures and battles inside also set the tone. The peoples and places inside exist in this world.
And then the Savage Worlds rulebook is thrown down, right on top. These are the rules. This is how this world works. You should be good from here. This is how the game works, how it will be run, and other Pathfinder rules-focused books will be ignored.
End. Stop. No new books needed. Except maybe...