The group I presently run decided early that they wanted to run a sort of loose paramilitary outfit. This is their first time playing and my first time GMing...well, anything.
The book itself is wonderfully bound and detailed. The art is wonderfully engaging and lightens up what can otherwise be a terribly dreary read chock full of statistics and text-walls (a la D20 system books.) It contains some great images of weapon schematics to give GMs and players a better idea of what it is they will be getting their hands on. It's new rule sets are a little vague on occasion, but that's fairly normal for such an abstract narrative focus game.
This is a GREAT. Book for medium-heavy combat oriented groups. Even if a group isnt focused in such a way, the resources provided here are largely helpful to ideas on theme. It also helps detail mercenary groups who may be working against the PCs, so even if a GMs players arent currently focusing on getting into big trouble, trouble may find them. It also helps lay out the RP elements for prospective Hired Guns and other mercenary types that do not conform to the class. It has a large selection of new near-military grade weapons, explosives (for which new rules have been outlined) and assault ships.
One or two introduced elements are incredibly overpowered or, at the very least, raise difficult questions about their limitations. One of the mods in particular allows players to fire a weapon without using hands but does not identify whether it counts as a second or even third weapon in the case of attacking.
But really the biggest problem with both class books so far has been the infamous signature abilities. These range from nearly useless to absolutely narrative breaking, inducing instant, unstoppable mass-slaughter or near invincibility in the case of the HG. That however is my only real complaint, and it is entirely optional. I and my players decided to strike the purchase of the abilities on the grounds that they were severely overpowered for the most part.