More specifically, the Colonial Marines supplement, since that's really the part of the RPG I care about.
So I've just started tinkering with this game, even though I've had it for a while, because I finally got hold of the Colonial Marine supplement and got into a game of it.
So character creation is super simple. Takes next to no time at all, but like all point-based systems, you have to have a decent idea of what you're wanting to do in order to build for it.
The CM supplement has randomized events, one for enlisted, two for NCOs and officers.
Most of those events add small bonuses, a skill boost or a talent or a piece of equipment, but there's the occasional bad one, like being addicted to neversleep pills.
CM gear selection is worth talking about, because it has some distinct flaws.
Everyone gets certain basic gear - BDUs, armor, helmet, etc. Then there's two "bonus gear" tables, and that's where things fall apart a bit.
Because, frankly, there's some gear on those tables that need to be in the basic gear. You shouldn't have to sacrifice standard equipment like a combat knife in order to get rope. You shouldn't have to choose between a sidearm and actual mission-oriented equipment.
The other "flaw" I've noticed so far is the Buddy/Rival system. I get why it's there, and it can be a really useful storytelling tool, but when you're playing with strangers, it can very easily translate to "I have carte blanche to be a dick to this other player for no reason"
The only other criticism I have thus far is that you just. pick your rank, and there are mechanical advantages to being an NCO or an officer, and no advantages to being enlisted, so there are going to be PCs that are just arbitrarily (slightly) better off than others, based on exactly nothing.
Once I've actually gone through a combat in the system, I'll do another plork specifically about the combat rules.