4/5 Stars. Because I don't really understand how to apply approaches in FAE. I feel really comfortable with Fate Core skills. FAE almost seems "handwavium" at times in its approach to approaches (oh yeah I went there). I know folks have made all sorts of comments about "This should have been called FAE." "Or it really doesn't matter Fate Core and FAE are the same thing." I don't know about that. Personally I cannot get the hang of FAE. Approaches seem to be open to entirely too much abuse especially by players with the gift of gab.
Be that as it may, truthfully this is a delightful setting. First and foremost, this is a Fate Worlds of Adventure setting that means it is spare in detail. Typically Worlds of Adventure Settings are only about 50 to 60 pages. You can cram a lot into that many pages and Evil Hat and its contributors typically do so. But that still means there is only 50 to 60 pages and only so much setting material is going to make it in there. Especially if there are new rules or new ways to use old rules. Another thing typical of World's of Adventure Settings are they are professionally done. Production values are through the roof. Great art. Great editing. Each Book follows an almost identical format. Each is crisp, clean, and with enough detail to get you started.
Which brings up point number two; this is to get you started and your creative juices flowing. This is not that stack of Warcheese 20K books, or B&B 10th Ed, that require a stack of books as tall as I am. (I am about as tall as a half-welf from B&B). Worlds are yours to do with as you please.
In this setting you are presented with a Firefly meets Spelljammer type setting. You have a ship that is magic enough to fly through space and reach its destination barring any GM spawned distractions. Problem is that magic is expensive to maintain and you are on the fringes of the core worlds, maybe because your Ship's captain and a large percentage of the crew were on the losing side of a war with the Royal Hegemony or your mage has a problem with the Spell Casters Union. You gotta do what it takes to keep the ship flying (sailing?).
There are rules for spell casting. Not like B&B. More like "My Goblin Mage has the aspect, 'Fire, Fire, Fire' and the stunt 'Focused Flame Evoker' so I think I will set the pirates on fire." Then you roll your appropriate action/approach combination as per the FAE rules. There are rules for dabblers, focused users, raw magic users, or prepared spell users. I will not waste a bunch of time explaining all this.
There are rules for making a ship! This ship's aspects will be based on the aspects of the crew (meaning player characters). Very cool. Very straight forward. Your ship is pretty much like another PC.
If you want an FAE version of Firefly meets Spelljammer this is for you. If you are going to play beyond the first adventure you are going to have to flesh it out some more.
If you want a Fate Core version PWYW for "Sails full of Stars" another great Worlds of Adventure setting and combine the two. They don't match exactly but making changes and creating a new storyline can be a blast.
There is a vibrant Fate community on Google+. There are tons of good ideas percolating there for this setting. It's a great setting and it isn't going to cost you much. Having said that I am a Patreon supporter and I would really encourage you to pay something. The folks that make these settings are top notch and the monetary support they receive will go a long way toward encouraging them to make more.
[4 of 5 Stars!]