No, a full round action does not equal two standard actions. It takes place instead of all actions on your turn (except free actions).
From Actions in Combat on the d20srd:
Full-Round Action
A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions (see below).
Emphasis added.
In fact, if it equalled two standard actions, that would be a problem: you only have one standard action in a turn! Normally you're swapping your standard and move action, remember.
Can you exchange extra standard actions for a full one? I don't know if there's rules around that, and your GM may say yes. A full round action should be exactly that though: your full round. Then again, that wasn't written with someone who has three standard actions in their turn in mind.
D&D is a game of exceptions.
You must use your Str modifier to hit with a melee weapon, unless you're wielding a light weapon and you have the Weapon Finesse feat.
Weapon Finesse only works with light weapons, but there are some weapons that explicitly work as if they were light only for Weapon Finesse purposes (like the rapier).
Your full round action takes up all of your turn except if you're a lvl 9 Swiftblade with haste.
Since the Perpetual Options haste adds a standard action to your turn and a complete action is a move+standard*, now you have a move action and two standard ones and you can combine a move and a standard action to get a full round action.
*There's a little bit of educated guesswork here. In 3e, you could forfeit a move action and a standard action to get a complete action, that could even be split between two consecutive rounds. In 3.5e the wording has changed to "takes up all your action", implying that no matter how may actions get added to your turn, a full round action eats them all.
At the light of the Swiftblade wording, I think RAI on full round action is that, since a round is made of move+standard, the 3.5e manual just wanted to simplify things by saying "all your actions" instead of naming them.
Even if this is not held true, Swiftblade still clearly states this as an exception and specific trumps general.
Best Answer
Only If Using Haste from Dungeons and Dragons, 3rd Edition
The Player's Handbook (2000) for Dungeons and Dragons, 3rd Edition has on page 212-3 the spell haste, which reads
The Player's Handbook (2000) explains that
This unhelpful description is followed a few pages later by Table 8-3: Partial Actions, which among other available options is cast a spell (but not spells with long casting times) (PH 127).
This didn't go unnoticed by Dungeons and Dragons, 3rd Edition players for long. By Defenders of the Faith (May 2001), the necessity of haste was so severe that the following armor special ability was published therein:
This is an ability that all but the newest contemporary Dungeons and Dragons 3.5 player recognizes as ridiculously powerful, but at the time it wasn't overpowered, and instead an effort to equalize the haves (wizards et al.) and have-nots (everyone except wizards et al.).
This was changed by the Dungeons and Dragons 3.5 revision, but--for a few years, anyway--the spell haste did, indeed, allow the casting of multiple spells per turn.
Older Editions