The top thing I can say about this one is that it captures a specifically Star Trek feeling perfectly (the original series/movies, that is, and not the reboot movies, thankfully). Exploration, discovery, personal values, and so forth are stressed over combat (although it does feature a solid if slightly streamlined combat system with the more complex starship combat rules being particularly enjoyable). I've seen the 2d20 system used for a couple of other properties now and I like how they tailor it for the various settings in ways that are meant to capture the proper feeling each time. In the case of Star Trek Adventures, they've done an excellent job with that cusomization.
The 2d20 system is simple to teach - perhaps 5-10 minuites for everything a player really needs to know to get started, with the rest naturally folding in during play. Even with the tweaks mentioned above, if somebody is famliiar with one of the other incarnations of 2d20, they'll have no problem at all merely diving right in with this one. It isn't particularly "rules light"; merely conhesive and logical in that way that allows one to easily fill in the blanks for any specific rule or system without having to stop and hit the rulebook in the middle of a play session. Players are given a lot of agency here - for example, being able to up the GM's ability to throw curveballs at them in exchange for benefits in the moment. That level of agency makes an easy-to-comprehend system particularly important, as it means the players need a somewhat higher understanding of the system so that they also have a grasp on the consequences of their decisions.
[5 of 5 Stars!]