I'd have to spend more time with Starports than I have right now to give it a fair shake. My initial impression is quite positive. It's loaded with ideas that can help flesh out adventures in starports. The introduction itself is a hefty twenty pages explaining how starports function, how they're organized and so on. This is both a concise and broad overview of the subject with interesting mechanics tucked here and there like "Tricky Landings" and "Getting Through Customs" etc.
The next section, Starport Encounters, covers literally that. It's a big collection of events and encounters divided first by the size of the starport and then into two lists: "General Encounters" (flavor encounters) and "Significant Encounters" (that could lead to some action or adventures). One slight problem might be just how specific the encounters are. These aren't the kind of thing you'd be able to easily reuse. Thankfully there is a pretty good selection.
They might serve better as ideas for adventure seeds than a general encounter list, however, as random encounter lists work best when they spur a GM to improvise a unique situation based on several randomized variables that aren't this explicit. Think subject X, verb Y and predicate Z. Make tables for X, Y and Z and that'll last forever. Instead we've got it all written out for us here. No recycling.
Also, stuck on the tail end of the chapter, are random NPC traits "Local Color" and a table suggesting the personality and management style of the local starport governor. Not bad to have but kind of odd choices. I'd be more likely to look for a list of random NPC traits in the Campaign Guide than to remember to check Starports.
Next is a section on building Starports. This I'll leave to the rivet counters. For my purposes I find lots of good ideas to help me think about ways to use starports woven throughout here along with potentially useful mechanics (Waiting Time for example).
After this a very large chunk of the book (pages 66-101 of 118 pages) is comprised of sample starports using the systems described in the previous chapter. However they're far from barebones with quite a bit of description and location specific storyseeds worked in. Oddly, there don't seem to be maps for any of them.
Rhylantinople (Rylanor - Spinward Marches), Dysonhome (Gileden - Spinward Marches), Helua (Arunsiir - Trojan Reach), Deskala (Phlume - Spinward Marches), Sidon (Arden - Spinward Marches), New Mara (Ianic - Spinward Marches), Boneyard (Yiktor - Spinward Marches), Hayven (Caloran - Spinward Marches).
In many ways the above are the real prize here. Just plug and play. Story seeds aside, of which each has several, many of these suggest all kinds of possible adventures.
After these you've got new ships. Two are specific to one of the ports but general ones that will likely find some use include a recovery ship and a tanker (complete with interior maps). Also here are systems for tugging and new equipment: magnetic grapples and fuel transfer equipment.
In the appendix you've got generic default stats for all the starport types using the starport building system as well as a set of basic maps for each type of port.
One issue is that information can seem scattered around. You'll have a sidebar on "Crimes Aboard a Starport" (Highport maybe?) in the Introduction but then separate entries on security and customs in the Building A Starport chapter. I'm still not certain how warehouses work just yet despite scattershot references here and there. But that could be more an issue with the cursory nature of my review.
Hope this helps somewhat.