It looks good, overall. While I think A Fistful of Denarii still stands on its own, I was glad I published it before the APG. New archery and crossbow options, a spy variant for the Rogue, some animal companion options, and so forth go a long way to round out the options in the rulebook. They also made the Zen Archer work as a monk variant, which I gave up on myself. Kudos for that.
The Cavalier, Oracle, and Alchemist all look better than the playtest versions; the Summoner is still weird and I'm not sure how it would play. The Alchemist actually has some cool now; I thought the original was a little zany about the bomb-throwing and all that, the final version allows more variation, everything from a pyro bomb-thrower to a quasi-immortal philosopher. The Master Chymist is an amusing magepunk touch, that allows you to be Jekyll/Hyde, or for that matter, the Nutty Professor.
The human favored Sorcerer ability still boggles my mind; even at the new currency, it's half a feat per level. I think what makes it playable is how soft it is for the first three levels. Some of the other favored class stuff I find weird, like race X willl get an extra skill point for pet A and an extra hit point for pet B, and race Y will get the opposite.
Traits are kind of cool, but since they have the effect of decreasing portability between campaigns, they kind of stink for publishers unless you are publishing a campaign arc. Conversely, alternate racial traits are really great as you can create lots of regional variations or campaign variations in a race without worrying about mucking up balance or having to restat everything too much.