The Good
Easy to run, easy to improv. The GM does not need complicated stats for enemies, and any challenging scene can be easily created on the spot. The GM merely decides what Level the enemy is, or assigns a Level difficulty to the task at hand, and then all target numbers and hit points are ready to go. Even the damage of weapons and gear is standardised. I was able to easily improv a cool fight with a nature mage, by describing the mage using plant-themed magic, and then asking the players to roll to avoid. It was freeing and fast.
Players do all dice rolling. I like this. It gives the players more activities to do, and shares the load of running a combat around the table. It also means that the GM does not fudge dice rolls. Players know, before they roll the dice, what number they are hoping will come up. This makes the physical act of dice rolling exciting. I always played this way anyway; I don't like games where the player rolls and announces their result and then asks the GM if it was good enough. Then the GM, who holds all authority, pronounces success or failure. No. Better to announce the difficulty and then watch the dice bounce around with anticipation and then cheer when it lands.
Versatile. This is a generic rule system that can run Modern, Superhero, Fantasy or Scifi. This is what was interesting for me. Could this be one system that I am able to adapt to any setting? Yes it is. The wide range of character creation options cater for a variety of genres and the power scale can be set to allow even superhero stories.
Cool art. I really enjoy the clean art style. The images understandably cover a wide range of genres.
Underrepresented genres are catered for. The core book has guidelines for running Romance stories, Historical stories and Fairy Tale stories. This is great! Of course it also covers the usual suspects of Fantasy, Scifi, Horror, and Modern. I don't think I am likely to run a Romance campaign soon, but some people might want to, and the author made room for it. Good.
GM Intrusions. A core mechanic of the game is that the GM is allowed to introduce complications to a scene to make it more dangerous or exciting. This is called a GM Intrusion. The players are allowed to refuse, if they pay 1XP; but they get 2XP if they agree. Now GMs have always been free to do this anyway, but by incorporating this as a mechanic, and rewarding players for accepting it, it means that players are more accepting of it. I found I needed to remind myself to do it regularly, and it was a good mechanic. I could suddenly offer an Intrusion, offer the player XP, and then not feel like a dick when a guard walked around the corner at an inconvenient time.