>>96303302 (OP)
It's genuinely pretty great in my view. It's a really well-considered amalgam of a lot of d20 design that takes a lot of the best bits of other games, understands what does and doesn't work about them, and then manages to put them together in a way that leverages those strengths and downplays those weaknesses. It doesn't totally remove said weaknesses in some cases but it does ameliorate them.
It's got Pathfinder 2e's 3 action point system, but streamlined to remove some of the excess complication. It's got Shadow of the Demon Lords fast/slow initiative system but has you lose 1 action point to go fast, which helps give going first more of a cost to avoid it being quite as much of a de facto once engaged. It's got the FFG Star Wars class trees, but now as a classless system and has better groups talents together for specialisations within a class. It's still doing D&D's 6 attributes but drops CON and rolls it into STR, gives each stat a bonus outside of the mod, makes the ratings just 0-5, and has what would be Fortitude/Reflex/Will as a combination of two stats and makes those work as three kinds of AC. Armor is also DR here rather than AC. It's also got 4e style skill challenges, FitD style Clocks, ways to push rolls for more risk/word, and a special kind of d6 to add more weight to rolls that are important. Then a load of little nice touches, and more of an emphasis on some narrative stuff that stop it being nothing but a combat sim. The Stormlight setting is also well done here IMO so it's got more interesting magic and items than d20 games tend to have, and the art is all great.
It's not perfect and there are a couple of bits I'm not in love with. I don't like how it's grid-based but tells you grids are a variant, I think shields are not particularly designed well, they use D&D's advantage and while it's a lot better here it's still advantage. Stuff like that. Nothing that gets in the way of it being great, but it's not without blemishes.