Yippy Kai ay, Mother ... never mind. Having grown up Texan and only recently moved to Detroit, I totally understand. I'm still looking for some decent food up here, too. It's amazing I haven't lost tons of weight.
Anyway, what parts did you write?
For the rest; I've got the book here with me out in the car (although I don't plan on bringing it in to the office to answer questions!) and I finished the first chapter last night and looked in greater detail and some of the other stuff.
Power armor, for example, includes "building rules" for you to add specific features and cost them out, which looks like a nice toolset. Firearms include rules for matchlock, flintlock and presscap guns, as well as some oddballs like blunderbusses and the like. There's a fair amount of detail around the firearms rules (most of which seem to do 1d10 to 2d6 damage) although they are generalized to a certain extent (by the author's own admission) and designed more for play than for any kind of simulation. Reload times are vastly shortened from what they would be in real life, for example.
The book does
not assume you will be running a Victoriana steampunk game; it is designed as a toolkit to be integrated with whatever other kind of campaign you want to play. I'm not familiar with Arcanum other than a few ads in magazines that made it look like D&D in 1870's London. Sure, you could play a game like that with the tools here.
Carnifex, I wouldn't actually say that Sorcery & Steam is about steampunk exclusively. FFG often uses steampunk as a shorthand for any genre featuring steamworks.