Thank you for all the answers - I decided to give it a try. At the moment I'm reading through the module and have following observations:
- 'Monsters' are bit heavy on humanoids. This is of course because of the environment (city), but it seems to be limit the creativity in the power types in few cases
- Daze is powerful condition and not very fun at that. Anything which considerably limits options/actions of players is bit of pain - a lot of fun in 4e is mobility/multiplayer combos, which gets cut by things like daze. And here suddenly: 1st encounter, 2x3 daze (till save!), 2nd is 1xat-will daze (till save !), 3rd is stun (1 rnd only fortunately), 4th is daze till save again, 5th no daze, 6th daze till save, then is starts to be less cruel. This means that first two sessions players can expect to be continuously dazed (maybe it is a good start, 3 actions per round is too much for starters

- DCs are rather low (post-errata DMG it seems), but it is easiest to fix (probably blank +5 will be ok)
- Flaganus is very non-solo 'monster'. I would barely qualify him as elite. Solo enemies should have abilities which scale with number of attackers and some passive/reactive ones - his only ability like that is to roll saves. While I understand it is supposed to be easy enounter, I would not name this guy 'solo'
- I like black-and-white drawings, but full-color ones are certainly not my taste
Those are small issues I have seen so far (nothing which cannot be fixed), but overall, I'm positively impressed. Let's see how it will look like after facing the players.
BTW, I think I will have to change name 'Leska' to something else. In my language it sounds almost the same as word for "hot chick", which can give wrong message...