I'm not exactly prolific in my purchasing, but Urban Arcana strikes me as the blandest book I own. Except Incantations. Those rock... except the descriptions. I still havn't read through the entire chapter, and I keep trying!
I dislike the presentation of a great many of the advanced and prestige classes. Actually, that's not necessarrally true, but the first one I was interested in, the archaic weaponmaster, and the second, the swashbuckler, ended up being a chain of fighter feats. Also, the straight up Holy/Unholy Knight lost me.
A lot of the weapons are just straight ports of the D&D PH, as are a lot of the spells. The orginizations felt too briefly put together, and I didn't feel any real hooks or systems comeing out fo them. The monster section ranged from interesting to downright silly, and that comment goes for most of the book. The few things I found interesting were usually too short.
They also struck a compromise between making a campaign setting and making a rules toolkit that really doesn't do it for me. On the one hand, it's not a campaign setting, really, they don't establish much tone. On the other hand, it doesn't feel like a toolkit. The Techno mage is a little too specific for a techno mage, there's no good "Guy who likes more than one arcane weapon" class. They've got all this talk about shadow, and how travellers from other worlds forget their memories, and the restrictions on planar magic, but there's no reason for it, as far as I can tell. And there definately isn't a coherent feeling to the presentation of the game.
I'd was hoping for a more generic "modern fantasy" setup with more open ended game types (Like D20 Modern). I would have been happy with a distinct setting with it's own particular vibe.
I got a handful of classes, a few races, information I allready had, and silly game restrictions. In short, I got mush.