It's going to take a while to digest the ~60 pages of maneuvers and stances, so I'm going to hold off commenting on those for a while. After that are PrCs, magic items and monsters.
Bloodclaw master is designed for the Tiger Claw discipline. They gain a shifting ability that looks identical to the claw shifters from Eberron, use their full Strength with offhand damage, a bonus to your stance that comes in a few different forms, a much tamer version of the pounce ability, and some other tiger-related abilities like lowlight vision, scent and rending. The table showing their bonus maneuvers known/readied is a little unusual because it's laid out 1/0/1/0/1 and 0/0/1/0/0 instead of 1/1/2/2/3 and 0/0/1/1/1 like all the base classes.
Bloodstorm blade is another class with blood in the name, and this one is all about thrown weapons. It shares the warblade's ability to take fighter feats, grants thrown weapons the returning property and eventually makes it quicker, synergy with Iron Heart maneuvers (which I haven't looked at yet), an ability to treat thrown attacks as melee attacks and sacrifice maneuvers to full attack with a thrown weapon, a bonus to the Iron Heart stance, ability to cause bleeding damage, and a very powerful whirlwind attack that apparently lets you attack anything your thrown weapon can reach.
Deepstone sentinel is a dwarf PrC that is not surprisingly defensive in nature. It has an ability to form or suddenly dissolve a kind of defensive mountain underfoot, cast passwall, render foes immobile, trip with stalagmites, and cause tremors that do a lot of damage.
Eternal blade is an elf PrC that accesses an ancestral warrior spirit. The spirit actually follows you around and can be killed, but reforms in 1d6 rounds. It can give you a favored enemy or maneuver, help you overcome DR, grant uncanny dodge, aid knowledge checks, add your Int bonus to AC against one enemy, reduce an enemy's AC for your allies, and eventually merge with it to act twice in one round once per encounter.
Jade Phoenix mage is, as the name suggests, an arcane PrC. It only loses two caster levels but gains maneuvers and stances very slowly across 10 levels. They can lose spell slots to enhance attacks, gain some bonuses to knowledge checks and saves against death/fear effects that you can eventually grant to others, access to a couple of special stances, an ability to empower or quicken a spell after a martial strike, and a self-immolation ability.
Master of nine is a generalist who studies all 9 disciplines and gains maneuvers known/readied faster than any other class. They can use two stances at once, improve the save DC of maneuvers, change a stance as part of a counter, and attack/damage bonuses for readying maneuvers from multiple paths.
Ruby Knight vindicators are knights of Wee Jas similar to the Jade Phoenix mage but gaining 8/10 divine spellcasting levels. They can expend turning attempts to recover maneuvers or gain additional swift actions, ignore armor penalties to hide checks, and eventually expend turning attempts to enhance attacks. I'm really not sure what the PrC has to do with Wee Jas, but I'm only skimming so maybe there's something really interesting in there I'm missing.
Shadow Sun ninja is a monk PrC, retaining monk abilities while gaining some maneuvers and stances at the aforementioned very slow rate. They are conflicted between light and dark energy, and have an ability to deal negative energy damage with an attack, then heal with positive energy with a touch. They also resist/absorb cold damage and turn it into a fire attack, flash with a blinding light when they attack after hiding, gain a bonus to attack blind foes while also blind (?), a cold immolation ability, a dazzling stobe light attack, and eventually a risky ability which lets you drain levels but may turn you into a vampire.
That's all of the PrCs, I'll get into the magic items and monsters in a bit.
Not impressed. The system looked interesting, but the blurb on page 6 that basically said it was to infuse Eastern, HK action movie type stuff in D&D totally threw me off of it.
I think it depends totally on how you approach the system. You can achieve the sort of outlandish action kung fu movies boast with magic, and Tome of Battle just allows you to do so with weapons instead, so I don't see it as being all that different. Maybe I've just become numb to the nuances of the d20 system.