Well, I ran the first session. The only problem I see with 6 players is the skill redundancy issue. Other than that the module is having enough spectrum of skills needed that everyone got to do something at least.
Between judicious use of Streetwise and well placed contacts they generated during PC generation they were able to go in having a solid idea of what the secret research was generally about, so now they are looking to find details.
They rolled awesome on sensor checks so got the clues they needed to go safely aboard. The session ended with them finding trouble on Deck 2.