Okay... ive been waiting for Run Faster for months and months down, so could anyone who's already purchased it, and who's unbiased (sorry all the freelancers, die-hard fans and other CGL employees floating around the forum

) give me a quick review? I understand it's been an hectic (2) Year(s) (and a half) of Shadowrun. (And having co-owned a small mobile gaming company in the past...yeah. Shit happens, payroll issues happen, people don't make good on their deadlines and promises, etc... ) So basically, *delays* happens. All the time. And while i subscribe to Fable's ideology that a road map would seriously make up for a lot of it...silence and distance from direct customers is also just as valid a business plan, and i can't judge it because it's not how *I* would do things.
So i really want to give Run Faster a shot (And basically give 5th ed a new shot), buuuut i'm the kind of person who needs to be okay with the bad before i can enjoy the good. I also understand everything comes with some bad....i just can't stand people sweeping it under the rug and acting like it's not there

So could anyone who's purchased it indulge my inner whiner-baby and give me a quick review? Whats good, whats bad, whats old, whats new, whats missing?
My main concerns are:
1-Editing: Is it any good?
Since Street Grimoire i made a vow to myself that i would not spend money to any more shoddy editing. And wether or not i blame anyone or understand the reason behind why and how such obvious editing mistakes happened...bottom line is, i hated it, despised it, and im not spending a dime on similar quality product every again. My decision alone, and i dont claim to speak for the run-of-the-mill customer or anyone else. If editing's bad...i just can't enjoy the rules behind them, no matter how awesome.
2-Rules: Any conflicts? Does it resolve any previous issues/ Breaks new things? I was happy to hear the Equipement book fixed the grenade dodging rules, and it did alleviate a massive frustration i had with the general brokeness of the system. Michael Chandra's link in his signature alleviated most of the rest as well...but yeah. Fool me once, shame on me, fool me twice...i end a little paranoid and bitter

3-So this is the char-gen book, bringing out all the weird stuff. I've already seen AIs, Drakes and Free Spirits aren't included. I can live with that. Would've preferred an head's up, but yeah.So...anything else is missing from the 4ed equivalent? What's new, if anything?
4-I saw this book as the last ''official'' book i needed to give 5e in general a new shot. I figure when the rigger and cybertech book comes out, ill just include it in game as the launch of the latest ''Gen'' of tech in-game. I couldnt really do that without char gen or magic, but its easily doable with equipment, cyber, and tech. So this question is a little bit more of a wild card. To anyone answering my questions, what do YOU feel is currently ''missing'' in 5e, CORE or otherwise?