I usually am.
Paragon Paths unique to the setting?
Gear?
Feats?
Powers?
Builds?
If you're potentially pulling largely from 4e converts that may skew the reception and feedback.
Themes are the new Paragon paths, haven't you heard?
There is a crown.....
Not needed. Really really not needed
If a whole lvl 1-30 base class and four level 1-30 domains is not powers, no one can help you.
See above.
If you want crunch, it is not the book for you. Simple as that.
And this must be the easiest FR product I have ever seen to just lift out of the realms altogether and put elsewhere. This is a great book for a beginner DM who needs ideas. True, if the DM also needs crunch, it will not help as much.
I picked up the NWCS from the used bin at my FLGS last night for about $14. I'm not sure if it was a good buy. (I would've been really disappointed had I paid full price.) It seems mostly a collection of plot hooks with nothing immediately useful. There are a handful of stats for NPCs, but mostly it references you to the other monster resources. There are no dungeon maps, sample encounters, etc.
As a collection of adventure hooks, I find it a little bland compared to a setting like Dark Sun, which seems chock full of great ideas. Instead, NWCS seems vague and uninteresting. Such as "So and so may or may not be affiliated with group A. If the party is seeking a magic item that does blank, so and so may or may not have it. As DM you should decide the role that so and so may or may not play in your campaign. If he does or does not have a keep is up to you to develop it and all of its traps and guardians that may or may not be there. It's your campaign."
Theologically speaking it is the Limbo of gaming products, a lukewarm and neutered tome, that rare speciman of gaming book that apologizes in advance for wanting to suggest that the writers would like to contribute something to your game.
Did I miss the point? Was there a point?