To admit my biases, I have played EP Orginal quite a bit, and love the setting. I'm also a fan of the FATE system, because the rules are there to enhance a story, and not nessecarily focus on simulation. The marriage of the two went much better than I expected, the core tropes of the setting have been preserved (sleeving, morphs, horror, hard sci-fi, post scarcity economic systems, etc.) and some are even arguably better in the new system. For instance the way Morphs are handled in EP FATE is a huge upgrade, by distilling the morphs down to a set of aspects, it's easier to disentangle the character from the body he is in currently (a trick that required a spreadsheet and and a steady hand in the prior version), and it allows the morphs to be more thematically different from eachother. The aspect system also fixes one of EPs biggest issues, the legion of super clones. When skills are just percentages, it's often hard to make characters who play differently from other characters who have similar skill sets. Aspects allow people with similar skills to preform very differently based on the situation.
The only reason I didn't give it a 5 star rating is this book isn't standalone in the slightest, You still need the eclipse phase book to get the small details of the setting, and a fate book for the rules. Both are available for download in pay what you want formats, so the money you spend on this book will get you started. The issue is that this book is an awkward kind of bridge between the two, and presupposes alot of knowledge of the setting and the rules. I hope this product gets the consumer attention it deserves so we can get a more complete EP FATE core rule book.