In my experience, it's simpler to handle, but I wouldn't say that it's a proper substitute. The "rules-lite" nature of it comes off less of "GM flexibility" and more of "filled with gaps that the DM has to fill in." For example, when buying ammunition is based on "per-full-reload" (for now, ignoring the ridiculousness of a 5 rounds of a pocket pistol costs the same as 42 rounds of a high-powered assault rifle), but fails to explain how one buys ammunition for a weapon with an ammo capacity of "belt." There's also weapons that require the use of a tripod to use but don't go into buying or deploying a tripod.
The book is also littered with oversights and poor implications, like how the Sporting Rifle and Sniper Rifle weapon proficiency categories consist only of one gun each and don't simply combine the categories, or how imbuements feel like they'd work better as a magical substitute for cybernetics than as class abilities for a class that has to pay money to unlock them, or how a character without proficiency in a certain weapon group could get around the penalties of non-proficiency if they use the weapon for full-auto fire.
To me, the game gives me Shadowrun vibes (and not the good kind), as it has oversights and inconsistencies that underpaid freelancers who don't communicate with each other would make. Oh, and it has no errata of any kind, so yeah, it has some Shadowrun vibes. And it's sad as I've chatted with one of the devs and he seems to be a pretty nice guy. Overall, though, it's nowhere near the raving reviews that some game critics give it. It's not awful but I'd honestly suggest GeneFunk 2090 and using the Fantasy Cyberpunk variant setting option. It's has a more complete-feeling to it, and that's a major thing I want out of a good TTRPG.