I think that having each page as a seperate text entity would be a good idea, maybe even have the next and previous pages ready to go. Like, if your showing page 5, use text entities for pages 4 and 6 as well, and if the user changes page, then you will be able to display the new page right away, then set the pages again. Maybe having 3 text objects and 3 sprites. Any images that you want to include can be loaded in and displayed as sprites. I think the main thing is to keep the text at a reasonable size - making 1 massive text object for a whole book is probably a bad idea, so chop it into pages, and treat each page as a seperate text entity. Should be fairly smooth that way.
I added books to myself and Cliff M's project Eat Drink Slay, I use a tiny bitmap font and memblocks to make page images, then flick between 3D pages, but it's much the same principle - loading a whole book does take a while!, but it's pretty cool. I just use a code tag to enforce page breaks and images. I'm not sure how fast that would be with a high resolution font, probably far too slow, but with AGKv2 the render to image system might make things much faster.
Screenshot of my book effect here:
http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=2491915
I am the one who knocks...