This is easily the most epic of all the Tier 1 modules to-date, and not just because it can be run as a mini-epic. The way the Tier 1 modules worked out for this season, they beg to be run in succession, and this is a great capstone to the event. There's a lot here, and I mean a lot. The challenge for the DM is to be economical and adhere to the mantra, "You cannot do everything as written" with this adventure. For example, while the Spineripper Den is a solid sub-plot encounter, you have to leave it out unless you are running this as a multi-table mini-epic. There's just not enough time, and the rest of the story requires the PCs focus their attentions elsewhere. Everything should be focused on preparing for the big battle and protecting your charge.
The great things is these two plot threads alone will keep your party very busy and engaged. The mechanics are very well thought out and can be adjudicated fairly quickly whilst giving the DM and the PCs plenty of room to be creative and clever. It also creates great moments to tie back into previous Tier 1 modules, making the consequences from those adventures important and real for the table. It's really cool when you have a table who has played the previous content together - it ties a neat bow on things. As the DM, you may just need to give a gentle hint to think about how those previous modules might play a role in their current situation.
My biggest gripe, and that of many other DM's, is the townfolk attrition rules for the final battle waves. It really penalizes weak and very weak parties, and it becomes a non-issue for most strong and very strong parties. It also does not help that the instructions for adjudicating it (when you remove monsters, calculating whether the party did well enough or not) are not clearly written. It took me several readings and consulting with fellow DMs to firmly grasp it. I know most DMs just ignore this mechanic for both of these reasons.
I also have to say, in my experience it's pretty difficult for the average party to not have collected enough points to make the final wave battles extremely manageable. I recommend that DMs consider cutting back on the number of allowable skill checks (usually 2 per PC per day) based on party size and strength - large very strong and strong parties can easily collect a wealth of points, limiting the epic nature of the final battle with Bad Fruul. I have run this module twice, and in both cases my party easily weathered the final battle section.
So if you are well-prepared, approach this module with the mindset of being flexible and adjusting some of the mechanics on the fly, this can quickly become an AL highlight for your PCs. In my mind, that makes this one of my favorite Tier 1 modules to run - it's a true mini-sandbox and a big departure from your standard DDAL rails experience. It has earned a permanent spot in my AL DM toolkit.