I wouldn't say that.
The core rule for Multiple Actions on p12 of Godlike is essentially the same as the core rule in WT and WT2:
Call your multiple action, take a penalty (one die per extra action) and then roll, trying to make multiple sets. If you don't make multiple sets, you get to pick what succeeds and what doesn't.
In WT2, the power example (and remember they're only examples) for Multiple Actions gives you extra dice you can put into your pool to offset the penalty when you activate the pool, or to make non-combat actions go faster. It's cost is only 2/die, and needs one activation to last for the entire scene. For 3/die you can change "Duration" to "Endless", and one activation will keep active until you lose consciousness or sleep. For 4/die and make it permanent.
Even better, make them wiggle dice for 8/die. (or 12, or 16, for Endless or Permanent). Then you have very powerful extra dice to use on multiple actions, AND they're always the last dice eaten by penalties. Take 10 of them. Activate, then always declare four extra actions.
Bam. For 80 points you always roll any 5 sets you want (assuming your base skill has at least 4 dice you can burn for the penalties).
AND per the multiple action rules, even after you've declared multiples, when making sets you can arrange as needed. So if one of those actions was a dodge and you're worried about a fast attack, just assign the dice you think you need to avoid harm and use the rest for your attacks.
All that said, Godlike is Godlike and Wild Talents is Wild Talents and Wild Talents 2 is Wild Talents 2. Not all the rules are compatible. But Multiple Actions in WT2 can be pretty scary.
Remember, this is the game that lets you turn off the sun (forever!) or turn everyone in the world into a catgirl (forever!) for a surprisingly low number of points.
John