I finally got a copy in at my local hobby store...yay me for getting a special order!
I was scanning through it last night/this morning, and here are some high/lows that I've discovered thus far
Highs
*Very helpful and informative if you have not had a lot of exposure to military, especially naval, activities.
*Packed full of information. It's an easy read, alternating between very officious-type descriptions to more casual ones (i.e. nuclear weapons and nukes in the same paragraph. definitely what you expect from a more user-friendly style work. Not academic and distant).
Lows (not really 'lows'...but its the opposite of highs!)
*It seems some helpful things, like pay rates, that were present in the previous Grand Fleet are missing. No reason why they should have been dropped... woudl have fit well with the format
*There are a number of instances that talk about non-MGT traveller universe. For example the references to jump space still refer to using hydrogen as fuel to power your jump grid, as opposed to the MgT version of no jump grids, and using hydrogen to create a pocket universe.
*Some of the weapon explanations don't quite correlate to MgT rules, such as missiles having multiple warheads (MIRV's). The explanation of what a bay weapon is doesn't address at all the idea that 'bay' is a generic (and horrible) term used to describe internal bays and large external turrets.
*There is an all-too brief discussion of systems and planets and even mercenary forces conducting wars. Some of it seems contradictory, but again, I didn't read it page by page. But the sections I did read seemed to contradict itself (such as when nukes can be used). Would have been nice to have an expanded section on how non-naval things work since that's what a lot of players might be doing... though it IS labeled Sector Fleet, so it would be keeping with the title of the book..
*There's mentions of the different types of ships (strike carriers, etc). Maybe there wasn't room, but would have been nice to have ship stats as well for the Imperial ships. Would have fit quite well with the book.
*There was mention of how ships jump together as a fleet (see the related thread). In the book it talks of some ships being equipped with "very expensive" specialized computers that allow for coordinated fleet jumps that reduce the time a fleet materialzes from jump space to just a few hours. But there is no mention of the cost of this device. In my mind, if it's a "very expensive" piece of specialized hardware, how do just CruRons pop around the sector as a group, especially if they are wargaming or actively fighting? It would have to be far more common to make sense, unless coordinated jumps are only the purview of a battle
fleet. It would make more sense that more naval ships were fitted with it, especially escorts, as they have to stay with their charges.
All in all, it's a nice read thus far. More later as I have time.