A bit more seriously...
It's been somewhat overwhelmed by the Adventurer's Vault. My first thought upon picking it up was: It's thin. At only 160 pages, it somewhat heftier than my C&C PH, but not by that much.
Then I started flipping through it. Chapter 2, Character Classes, is about 50 pages of crunch with the Swordmage, the Dark Warlock, and a bunch of other powers and paragon paths. Interestingly, the Sword Coast Corsair can be taken by
any character class.
I must say, I like the "dress" and appearance of the book far, far more than I did any of the 3e books. It's attractive and actually easy to read.
After Chapter 2, we move into the "Backgrounds" chapter, which details the regions of the Realms. This is really, really, really impressive. Each region (e.g. Aglarond, Cormyr, the Dalelands) is described in two pages, including...
* Regional Benefit which all characters from that culture have
* Common Knowledge the PC knows
* Regional Features - cities, terrain
* People of Aglarond - what races live there
* Adventurers - a number of motivations and backgrounds for possible PCs, including roleplaying tips.
"Adventurers from Aglarond are more likely to focus on internal perils or Thay's threat rather than on the broader dangers facing the world."
Stuff like that.
Chapter 4 is "Feats". Most are based around the new races (drow, genasi) or class (swordmage), or deities of Faerun (for the clerics).
In Chapter 5, a bunch of new rituals.
In Chapter 6, the Almanac - Deities, Calendar, Roll of Years, Languages, Coin and Commerce, how the rest of the world feals about Adventurers, and - yes - what is commonly known about the Spellplague.
Even as a non-FR DM, I'm pretty happy with the book. The loads of mechanics easily make it more impressive than the FRCS.
Cheers!