I'm pretty sold on the potential of this [by its own admission] ridiculously simple yet ingenuously malleable/interpretable generative abilities.
I do wish I'd just picked up the GME, will likely just couple with other systems (Savage Worlds/HeroQuest most likely) but the full rules seem like they'd be fine. (confession: I only glossed over these sections) The one innovation I noticed in passing was the initiative-less combat system, though I didn't read how it works.
I have also noticed one glaring editing/printing error: the Event Focus table printed in the back of the book for convenience/printing does not match the one presented in the Randomness chapter, I presume as an artifact of an earlier edition.
Other than these small gripes, it's a clear, concise read with some not-so terrible (though arguably not-so-great and clearly over-sexed male audience skewed) art and a stupefyingly simple but great means for progressively generating a world and adventures!