Well, though I have not yet played it, I took a good hard read of the rules, and, overall, I am impressed. So far, I'd give it 9 out of 10 babbage engines.
The system is very simple, as is character creation. Three stats (four if you use magic) and some skills to pick from, based on a relatively simple point-buy system.
The system itself is roll 2d6 +your appropriate skill or stat, -the skill or stat you have to overcome. If you get a 7-, you succeed. As an added bonus, there is a simple chart that keeps you from having to perform endless math in your head, if you prefer to go that route.
Combat follows this same basic principle. I think the damage system is a little esoteric for those of us used to hit point based systems, but it is colorful, and not so overly complicated that it would slow the game down. Basically, once a weapon hits, it does certain types of damage, depending on how well the attacker rolls and what type of weapon he is using, rather than a mathematical subtraction from a hit point score. The different types of damage will have varying effects on the target's future combat capabilities.
There is also a magic system, which is optional, for those who wish to add in witchdoctors and scholarly sorcerers. It is fairly open and seems well done.
There are also large numbers of various VSF contraptions detailed, and I, personally, like this very much. Everything from babbage engines to starships to electrically powered pentacles.
Extensive treatment on game mastering, including such subtleties as the differences between villains and anti-heroes, was, IMHO, very well done.
However, the biggest perk I see to the game is its wealth of background information. Detailed character sheets are written up for Queen Victoria, Sherlock Holmes, and a variety of other real and fictional characters, many of which are purely the creation of the authors. In addition, there is a lot of detail on Victorian society; how the well bred gentleman will react to unspeakable Cockneys and even more unspeakable Frenchmen. None of this takes itself too seriously, however, and the whole thing really seems to be a light hearted, archetypal approach to the genre, which I find very amusing:
1st Player: "I say, isn't breaking and entering illegal?"
2nd Player: "Don't be silly. We're gentlemen."
I also find the bibliography to ber excellent and all inclusive.
In all, I think the game really hits a balance between Gaslight's "Okay, here's the rules. Now you run out and create everything" and Space 1889's "We have created the entire game, to include our own version of VSF, and made no provision for you to color outside the lines."
Forgotten Futures appears to give a detailed system with a boatload of references and source material, but still does not take over and force you into its own mold. I am really looking forward to it, and it might just be the best VSF rpg out there.