The Good
Versatile system for many settings. You could run a scifi Firefly game as easily as a Fantasy intrigue drama, or even a Superhero game. It is a generic system, which I enjoy and would like to try again. Having run this campaign set in the Star Wars setting, I can see the possibilities of running Shadowrun or Curse of Strahd or lots of other settings. All with the same ruleset.
Adaptable for many styles. There is a list of optional rules you can use in your campaign which tweak the way the game feels. Do you want it more gritty? Do you want it more pulpy? Guidance is given, and even a menu list of all of them, so a GM can easily communicate with the players which ones apply for a campaign.
Non-combat characters are viable. There are a number of social abilities you can buy, and they have combat utility. It is great to offer options for players who do not want violence. For example, there are a number of Leadership Edges that can be used to give the party bonuses for their actions, and also Social Edges that can be used to taunt and debuff the enemy.
Edges and Hindrances. These are advantages and disadvantages you pick for your character at creation. They are like Feats, and you gain them when advancing also. Many of them are personality traits, such as cowardly. These are good roleplay hooks, built into the core game, where a player can be rewarded for taking a fun disadvantage.
Intuitive core mechanic. Your stats and skills are represented by dice. A strong character might have d10 for Strength, but only d6 for Smarts. That's the dice they roll. Easy. Your basic target number is 4, but you apply modifiers depending on the situation to increase or decrease this.
Metacurrency are your real hitpoints. Players have Bennies, and so does the GM. You use them to reroll dice and buy autosuccesses on certain rolls. Bennies can really help to get you out of trouble, and I found the first indicator of whether the party is winning a difficult fight, is how quickly they spend their Bennies.
Random movement distance. If you want to run across the battlefield, you roll your Pace to see how far you can dash. This is great! No longer can players move about the battlefield with Chess precision. You've got to eyeball it and take a chance. I found this a refreshing change.