I still have this game, though I haven't played it for a decade or so. Some of the flavor text was nice, as were the advice on campaign-building, but the rule system was clunky at best - chargen was interesting but unclear at times, mechanics were over-complex, and combat was quite complicated. Psi rules were extremely unclear. There were almost no ship-relevant rules in the corebook, and, as was mentioned above, the entire thing was set in the first season or before it - not that it stood in the way of me (as the GM) including Shadows, Drakh and Zener in quite a high dosage in the actual game...
Despite this load of problems, we had a blast with it - we misread the rules, combat was painfully annoying, but once we get over it (and once I winged up most of the stuff not covered by the rules) we really enjoyed ourselves.