I haven’t ordered this supplement yet, and I’ve still not decided if I should. The issue for me is the campaign framework. I know there is some new stuff, but is it more than the tables in the basic rules? To me, an Alien campaign should be a lot more than that. It’s a mythos setting with a corporate dystopian twist. I think there should be some kind of corporate conspiracy (in this case with the Marines involved). I want tools for that, not just a list of sample missions for Colonial Marines (go there, do that).
I’m also thinking of the scenario locations. Are they surprising and creative or do they feel more generic? If it’s a space station or a colony, there should be something special about it. But I do prefer something that is more unique and not just something you could just find by flipping through any of the franchise novels.
I have been listening to a couple of interviews with Andrew Gaska. He obviously knows a lot of lore, but there is more to RPG worldbuilding than very detailed timelines and new vehicles. What I missed in the basic rules, is tools to build campaigns that really feels like Alien - and a campaign framework that makes it really interesting to play.
Since this is kind of a Lovecraftian setting (google ”cosmic horror” if you have doubts), I think it’s fair to compare with various Cthulhu games. They usually provide tools for working with the specific mythos. Those games wouldn’t work without those tools. It’s not just a chapter with monsters and then another chapter with a timeline. The point is rather what you could do with that stuff.