Got it two days ago and got to give it a looking over last night. Design is terrific (as usual). Pre-Gens are good. Adventure is... not so good.
Well, the adventure is kinda good, but it has some massive plot holes in it. In fact, you could go as far as to say it's "all hole". I can usually suspend disbelief for the sake of fun, but this gets a little out of hand. Unfortunately, this carries over into Operation Shadowpoint and anything else these particular PCs might be up to.
The action and the tutorial aspect of the module -which pretty much follow the EotEBB formula- are fine. The plot just left me going "What the ...seriously?!" constantly, and I'm positive it will do the same with anyone I would sit down and play this with. In fact, the second they got an indication as to what was going on, the players would "rebel" against the plot and try to find their own solution.
I can't stress enough that this isn't a slam on the writers. I've tried myself to think of a situation where all of these goals are fulfilled while meeting the requirements of difficulty, length, and price point; and I keep tripping on my own shoes too. It's like saying "I want an all-wheel drive diet football bat."
I think it's recoverable, but I can't run this as-is without serious faceplam factor. I suppose you could run it if you prefaced it with "Look, this makes no sense but we are going to run it just to learn the rules and then forget about it". I don't have this option as my players are familiar enough with the rules (I was getting this mainly for the adventure and the completionist factor), but that is my problem. If you aren't in that boat, I suggest you take the "disposable tutorial" road.
I think I've got a few ideas to patch it up to the point where it runs without rewriting whole chunks of the thing. I'll put that in another topic.
I didn't like the adventure at all. Everything else was well enough.