The tooltip is often wrong if you just read the number on the front.

When you go in you can clearly see how many APs you can save, begin combat with and earn each round.

Every 2 points of speed over 5 net you 1 extra AP a turn. So a speed 5 person gets 6 a round, speed 7 gets 7, speed 9 gets 8 etc.
Every 2 points of speed and perception together over 5 nets you 1 starting AP per combat. So those with 5s in both get 7 to begin with, but a speed 6 perception 6 person has the same total as a speed 7 perception 5 person (which would be starting combat with 8).

In terms of Action points - Speed is king, but perception can help out too.

So in formulaic terms:
Starting AP = 2 + 50%(speed+perception) rounded down.
Turn AP = 4 + 50% (speed-1) round down.

You shouldn't find the action points are affected by what the character sheet says, only what you find in the tooltip itself. Also the tooltip DOES include permanent sources of AP modification such as Glass Cannon or Lone Wolf.

Btw - interesting point concerning the Action Points and Speed.
My dexchar has Speed 13 Perp 7 Con 9 (Base 10 speed, Base 5 perp/con) while my Gf's Wiz has Speed 10 Perp 3 Con 12 (Base 8 speed, 9 con, perp 5 - 3 tomes). My Gf's wizard has glass cannon too.

Dexchar starts combat with 12 APs and gets 10 a round, while the Wizard starts on 8 and gets 16 a round.

Healthwise I'm on 1100 while she has 850, but until around level 12 her health kept up with mine.. so Glass Cannon is definitely a good investment for people who want stupid amounts of action points.

My dexchar has 18 dex (6 from gear) but could get away with a 12 total, so I could've put more points into Con, glass cannoned my way into 20 aps a round easily for the low cost of only a couple hundred health (after putting some dex points into con to supplement it). Glass Cannon is definitely a powerful tool for APs and doesn't have to come at the expense of speed.