Yeah, I'd buy it just to see the art and read the ideas, even if I couldn't find anyone else into it. On the other hand, I could definitely see easing players in a high-level "vanilla" D&D campaign onto a SpellJammer. I think that might've been what sold TSR on the concept in the first place - it's the sort of thing you can drop into an existing "vanilla" D&D setting and hook players of high-level characters into the next bold step for mankind.Sure! Will I ever play it? Unlikely, but I'm definitely down for seeing it. It's got its own brand of weirdness I can respect.
Just going by the blurb on Monte's site, it's about halfway between wonky early S&S D&D and Numenara. But very much with Numenara's basis in exploration. The more notes I wrote on it, the more it shaped up into something that seemed better suited to fiction than an RPG setting. Let the reader in on the secrets along the way.That sounds very much like Numenera.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.