This last weekend I managed to get a group of people together to run through the quick start adventure. I thought people here might be interested so here is a quick AP with my very brief thoughts. Feel free to ask any questions, and I'll try to answer them.
The adventure was a pretty simple one and didn't have any surprises but it did have plenty of opportunity to have a play around with the new rules.
The dice pool system was easy and in my mind unintrusive. The same basic mechanic is used whether you're fighting, hiding or charming someone.
I had been a little unsure about the Intrigue rules (basically a form of social combat), but after a very quick Intrigue between the Maester and the Innkeeper I think they will add an interesting dynamic to a section of the game that is usually left to roleplaying and the whim of the GM.
The group really got into the swing of the roleplay and there were some amusing moments when Ser Merek wanted to see how the stable boy "handled the shovel", not to mention most of the people in the group finding the stable boy's fondness of horses questionable.
My one issue, and this is something I think will become clearer with more play, is that the combat rules seemed particularly brutal. While I do know that they are meant to be harsher than your average "high fantasy" game a la DnD, the number of one hit take downs was pretty large. Perhaps the players just rolled well, or the GM read the rules wrong* (very possible!). Regardless I found the combat fast paced and from a GMing point of view easy to control. With 4 NPCs in the combat I never felt that it was getting out of hand.
My end opinion is that I liked it and I look forward to seeing the rules in their entirety.
*I was the GM