OK, first off, I have not been fond of Lamothe, or the PrimaTech series in the past. Everyone knows by now that you can get most of the information in the older ones straight out of the DX docs. I almost totally built my first 3d engine in this way, straight from reading through the DX docs and looking at the samples. Now, that is where I find this book shines. I had a few things that I needed some extra help on that are not well documented elsewhere, and I found it here. Advanced topics such as collision detection, skinned meshes, and more are all here.
I will admit, I will probably never read the entire book. It covers the standard n00b stuff that no one wants anymore. What it DOES provide is a valuable reference book and samples to look at when I run into a problem. It covers pretty much all aspects of game programming, and they can be applied easily towards other types of games. (I am actually using certain things from it for my FPS).
So here's the lowdown: Great book, some useless stuff, but there actually is USEFUL stuff. I'd buy it if I were you. Advanced topics are there, and the author does a good job with them. The other books you should look into are Multiplayer Game Programming (by Todd Barron), which is not bad, but could be more advanced, and I hear Isometric Game Programming (by Ernest Pazera) is good, and what I have seen seems good.
All I can say is, of all of the game programming books i've seen, this one is #1! All of the samples are excellent, and work. The final game, The Tower, is impressive for a game created for a book, although i'm sure expert programmers could improve it quite a bit.