Gallows, I see you make statements throughout this thread about how long the fights are... but not just in terms of time, but in terms of turns. You mention how long a 10-round fight takes... and that makes me suspect that you must have house-rules in play that are causing those fights to last 10 rounds. Are you perchance setting Defenses at higher than the RAW would indicate? In other posts in this thread, you say you like how a Savage Worlds character can be taken out in one or two hits. If that's not happening in your campaign, it's probably because of your house rules.
I'm looking at one of your old house rules documents right now (I downloaded it ages ago), and I think I've found the problem. Not sure if it reflects how you're playing these days, but once upon a time anyway you had house rules that seriously reduced the numbers of good dice PC's could roll, increased the numbers of black dice they'd be rolling, and also included a house-rule that said "Chaos star = chaos star + 2 challenges + roll one extra challenge die".
With all that in play, I imagine attacks don't hit very often, and that's what's leading to the really long fights.
WFRP3e as written has such a high hit %, and such low Wound thresholds, that it's really unlikely fights will go to 10 rounds. I have yet to see a fight that went 4 full rounds. With the exception of Ironbreakers, a PC goes down to the 2nd or 3rd hit (which means the 2nd to 4th attack rolled against them). A really "big" fight in WFRP usually follows a pattern of 2 rounds then rally step followed by 1 or 2 more rounds. If you throw in more bad guys then the PCs can reliably kill in that time frame, you end up with a really high rate of PC death. Pretty much if the bad guys aren't all dead or fleeing by the middle of the 3rd round, it's gonna be a TPK. At least that's my experience.
It seems to me that the design paradigm of WFRP3e is basically "we can afford to make each die roll take longer via narrative effects, because each scene is short and uses relatively few die rolls". If you're lowering the success rates, that means the fight scenes take more turns, and thus more rolls, which means more time. Knock your difficulties back down to what the rulebook suggests, and you'll have much faster-paced fights.