I think SKT is built for a certain kind of DM. Personally I love it. The dungeons are pretty spot on. The locations are pretty spot on. The overall theme is spot on. This book is a platform for mind jumping; creative ideas are developed from these pages. What happens if your characters go off track? Well that can't happen here, there really is no track. And really that is the bane or the blessing of this book. It really depends on the type of DM. I would say that 90% of this book is usable. It has enough detailed bits without over-indulging.
My biggest gripe is that levels 1-5 are poor uses of text. I would not run the 1-5 chapter, even adding your own stuff it is quite lackluster. And around level 7 or so, you really need to incorporate another adventure into the mix; somewhere in the vast overland section because it can get a little lost without directions. I'd almost move the Oracle section up sooner so the adventure can flow better. Overall I would give this a 4 out of 5. The material is just plain good, but as a DM lot's of notes are needed.
My biggest gripe is that levels 1-5 are poor uses of text. I would not run the 1-5 chapter, even adding your own stuff it is quite lackluster. And around level 7 or so, you really need to incorporate another adventure into the mix; somewhere in the vast overland section because it can get a little lost without directions. I'd almost move the Oracle section up sooner so the adventure can flow better. Overall I would give this a 4 out of 5. The material is just plain good, but as a DM lot's of notes are needed.