I have decidedly mixed feelings on this, the revised edition of the Fading Suns rules and setting. On the one hand, the equipment chapter is a decided improvement. Still no vehicle creation rules, but hey, at least there's more vehicles, and they actually explain things like what the hell a Hopper or a Flitter is (respectively, STOL and VTOL craft). They also changed the initiative and defence to flat figures (which kinda streamlines things), and the Spirit characteristics are no longer paired. Also fixed were the monetary issues (a bodyguard will no longer starve, according to RAW)
On the other, the setting hasn't changed any, despite supposedly advancing the timeline three years (meaning nothing of note appears to have happened), world fluff has been removed (as has the jumpweb map, so good luck on working out where the hell you are, or anything about the setting!), and so has the pre-written introductory adventure (small blessings abound, I guess). Vorox are now more broken than ever, because they can get all their martial arts maneuvers for the low, low price of 5 Extra Points. Oh, and a bennie related to their martial art.
Energy Shields are still relatively useless, and the proofreading was a bit lacklustre, as holdovers from the old rules confusingly mix with the new (+2 Extrovert? There isn't an Extrovert anymore, folks!). Psychics still somehow get Urge from refusing the holy sacrament in church (No, I never figured out why either), and, overall, I'd say this is a decidedly mixed offering. Even the new artwork is of varying quality, including a character that I did not realise was an Eskatonic until I narrowed it down, and was then... somewhat annoyed. Of the old artwork, they seem to have kept a grab-bag of both the good and the bad.
In conclusion, I wouldn't really say Revised Edition is an improvement... only something different.
[3 of 5 Stars!]