I have Shadows of the Last War and Grasp of the Emerald Claw. I ran the first one after putting my party through a hybrid and extension of the sample adventure in the Eberron book. Shadows was decent, in that it the NPCs and events had a very distinct feel, and helped both our entire group get a better feeling for Eberron as a whole. I have not yet run Grasp, and I don't know if I will -- not as is was written, at least. The problem I had with Grasp was that some of the NPCs were leftovers from Shadows...and the problem was that my PCs had killed the main antagonist, fair and square. In retrospect, Shadows and Grasp, and I can only assume the middle adventure (Whispers of the Vampire's Blade) are a tad bit formulaic and static. I don't really like encounter descriptions that flatly state "such and such bad guy will escape to fight another day," and that's what Shadows asked of me as a DM.
A big positive, in both adventures, is the introductory block that begins each encounter -- the sound, weather, light level, and overall feel of each encounter is described in narrative form to the DM, and this was a great help when I was 'answering' listen and spot rolls from my players.
I also recently read the first Eberron novel, by Keith Baker, and that has given me a tremendous number of ideas, especially for Sharn-based adventures.
Anyway, I hope that's helpful to you.