I wrote a review of the game at some point, but I can't seem to find it now. As I recall, it had some neat ideas that suffered from very poor presentation. Notably, I recall that most of the rules weren't presented in a very straightforward manner (frex, some things were presented in an illogical order) and that the index was woefully inadequate, adding to the issue. That was the major shortcoming of the game. I recommended that, should a revised edition be printed, a new copy editor be brought in.
I recall that the game had a great (if complex) system devoted to fencing, but that little or no attention was paid to fighting styles other than fencing. I mean, there
were rules for other types of combat, but fencing was its own thing and dominated the book. When I asked about why that was, I think the author told me that fencing was clearly superior to all other sword fighting styles.
I took this to mean that he knew a great deal about fencing, so he capitalized on that knowledge (which is good) but failed to research other styles of combat in similar depth (which is bad).
With regard to magic, I recall it being a kind of oddball mixture of sorcery that has some historical precedent and modern paganism (particularly, there was a section or two on "candle magic" as I recall). This worked against the historical aspect of the game that the author seemed intent on establishing elsewhere in the text, but admittedly was just fine in the context of a fantasy RPG.
I kept my copy handy for use as a Medieval arms reference (the weapons pictorial was another good things about the game), but eventually sold it when I realized that I would never play it.