At 33 pages, the STA QS does an admirable job of distilling the 376 page rulebook into something easily manageable in an afternoon of gaming at home, or for a convention slot. This does mean that a lot of details are missing, such as the procedures for ship to ship combat, and the scientific method rules for testing hypotheses, but these absences are entirely forgivable. As a Quickstart, the document does a good job of communicating how the system works, being clear and concise, while giving a taste of the kinds of variations you might expect in the rules proper. The specific rules provided are largely adequate for the included scenario.
It is worth calling out, however, that the QS consists primarily of two to three fight scenes, which raises two concerns. Firstly, that the QS isn't really showing off what a Star Trek system can do, though it will certainly teach the ins and outs of the dice system. Secondly, that relevant combat mechanics such as using Cover and Guarding yourself -- details and maneuvers mentioned in the rules -- are not given any mechanical explanation. The latter is frustrating given the emphasis of the scenario, but the absent rules are not in anyway dealbreaking or game-ending.
The scenario itself is simplistic: there's a missing shuttle, you investigate, there's an ambush, check out the mystery of missing crewman, the attackers, and an alien signal. It has the makings of something that could be very interesting, with some elbow grease from the GM. The scenario presents a more questions than answers, while focusing primarily on dice rolling, and the intent seems clear: get players interested in the system, but leave them with questions, and then use the expanded ruleset of the core book to give them the tools to resolve those plot threads. It's not a bad model, and looking at the QS as a tool to get players into the game, leaving dangling questions is certainly sensible.
The format of the QS has attracted a lot of negative commentary, and is worth mentioning. At this moment, while the pregenerated characters are printed on white background, the rules are printed with white and pastel font on black pages. This decision emulates the iconic computer displays of the Next Generation, Deep Space 9, and Voyager television series. The production values do an excellent job of living up to that aesthetic, which draws the reader into the setting and timeline of the product. With that said, the choice does render the rules prohibitively inconvenient to print out. How relevant this is, I cannot say, as everyone plays differently: I and many of my players run games off their phones and laptops, regularly. Meanwhile, the rest of my players run their games with physical materials, so all I can say is it's a matter of preference.
Ideally, alternative versions of this document will be made available soon. Modiphius did a good job providing a printer-friendly version of the core rules, and has responded to requests for a printer-friendly version of their Voyages adventure book, so hopefully they will follow suit here. In the meantime, I cannot dock points for what is ultimately a user experience preference.
In short: the rules distillation is impressive, while teasing more of what the core rules contain would have been nice. The scenario doesn't feel very thematic and is overly insistent on fighting; a poorly rounded play experience is worth docking points, but the way it leans directly into using the core rules to handle the dangling plot threads is welcome. Overall, a fine quickstart.