I'm looking forward to trying out Draw Steel with my group and how the combat plays out is probably going to be what decides whether we stick with it or not.
My group is not into having a lot of combat. The 5E assumptions about the number of fights per day is way, way more minor, inconsequential fighting than they're interested in. They don't want a lot of fights, they want a lot of exploration, puzzles, overcoming obstacles - and then big, meaningful fights with consequences and danger and a memorable collection of enemies.
So although each fight in Draw Steel looks like it will take time, I think that will work well with my group, as I'm hoping each fight will have weight to match the time it takes to play out. And I'll probably hand wave away fights that are trivial in consequence, i.e. ones where there's no actual danger to the players. Will need to balance that with assumptions about how many Victories heroes bring into the big fights.
Other things I really like about Draw Steel are the Negotiation rules, which should help draw the less chatty group members into feeling like they can fully participate in negotiations. Major Negotiations look like they have the potential to be as climactic as major combats, so I've started putting some time into fleshing out ways for the players to uncover motivations and pitfalls before entering important Negotiations, so that in some situations the Negotiation itself can become the culmination of a chapter-worth of activities devoted to overcoming an NPC obstacle.
I also like that Draw Steel sets out mechanics for "montages", providing a bit of crunch while also staying reasonably free-form for player ingenuity. Some of my players will just want to smack something as part of every montage, so I can let them use their combat skills for that without running a full-fledged combat, while other players get to think of uses for the non-combat skills on their hero sheet.