I've been digging into the book for a few days, and I've gotta say this is probably the best iteration of the d20 ruleset I've found yet, even beating out True20 (which was holding the title 'til now). It's basically a reskinning of the core of the Spycraft rules for fantasy. It's wicked crunchy, but the rules hold together really well, and it addresses a lot of the stuff that ended up driving me away from core d20 a few years back. The mix of class and origin gives a lot more character flexibility than core d20 ever did. Now you can play dragons, giants, and "rootwalkers" (offbrand ents) from 1st level, without the ECL nonsense, or any of the other pseudo-balancing hacks that got developed to keep the craziness in check.
There's a bunch of character customization feats that let you build pretty much any of the stock Gygaxian fantasy races, or most of their derivatives. It's got the default stock Gygaxian fantasy setting assumptions, but it looks flexible enough to cover a lot of ground. Especially with the campaign qualities that let the GM adjust the rules for different setting assumptions like PC mortality, how permanent damage is, magic levels, all that kind of stuff.
The magic system looks like a pretty good spell point version, and clerical magic looks totally different (haven't gotten into that bit yet). The combat's a fairly standard d20 hack, with vitality/wound points and a defense trait with armor as Damage Reduction, and some supplementary damage tracks for subdual and stress damage. There's action points for player narrative control, activating crits and enemy fumbles, boosting rolls, and all that.
I'm interested in the wealth system hack. It's got a funky-looking little system for figuring out how much of your cash loot gets blown between adventures, and how much you can actually save, and what kind of lifestyle you lead when you're not killing critters and stealing from the dead. I wanna see how it plays out.
All told, I really like what I've read so far, and I can't wait to get it into play.