EDIT:
The really bad part for me was the Introduction. They still lie about D&D being group storytelling and about not playing a game (deciphering the pattern of a ruleset to achieve a goal).
That's not even close to any working definition of the word "game", much less "role-playing
game". It encompasses, at best, a fraction of the experience.
There are, in fact, games that have no recognizable, predictable patterns. And several
role-playing games eschew such elements to one degree or another (1st edition AD&D being
one of them.
But on this thread's particular topic : the core framework of the game is poor, but some
decent bits of rules design are hanging on it (I like the purity of advantage/disadvantage
as a concept, but it clashes with the bag of miscelaneous +1s floating around the system,
for a game with a more limited focus, bounded accuracy could be a wonderful goal if applied
consistently, and I like the simplicity of "everything is your ability modifier" (not "ability
score", cuz DtAS), but it would require dumping the skills system and sticking with something
like 13th Age's backgrounds system).
In short : I'm not sold, but the bit at the start about being inclusive about characters and
players who do not fit the traditional gender binary is encouraging and tells me that, despite
the fact that I disagree with the direction taken by the game designers, I at least know they
are good people.