Well I have just finished reading all the posts here so far, and would like to thank everyone for their comments.
As far as I can tell, Havok is one of the industries main physics engines, but as such it is priced out of most devellopers budgets, especially when developing for another platform such as X-Box. Considering A6 does not support (Yet!) multi-platform so the havok's platform fee is not such an issue now.
Without any examples of GS - Havok integration it is difficult to gauge, and may well be overkill for our game anyway.
On the other hand both Newton and PE seem to fall a little short of the mark, when benchmarked against engines such as Havok and so the first dilema. From what I can tell the logical path is to go with GS's engine, simply on a support basis. As a Pro owner, and considering the difference in cost Havok vs GSPro, GS is the clear winner despite its current teething problems (what ever they are

)
However I want to throw something into the mix, how does this effect multiplay??? Presuming Rag-Doll could be applied to the player (multi-part-model) and you put the player in a multiplay environment, would the phsics rag doll be calculated on one machine and shared (via the server) or would each machine calculate their own? Technically all should get the same result, but not likely, lag alone could mess this up. Is this why I have not seen rag-doll in a multiplay game?
I have more questions but I must dash now......thanks again everyone
P.S Nardulus I will catch up with you in the near future.