Plot: More fire! This is a "traditional" module in which there's a very interesting story for the DM and frequent bewilderment for the players. A lot of interesting set pieces are strung together for the DM to make the best of getting the players to engage with them and find the next one, and the climax is very memorable, but it is very difficult to convey the backstory behind the clues in a coherent way from the fragments the players are likely to uncover.
Pacing: Easy to get bogged down with the initial party roleplay (a feature with many Mulmaster adventures) and there are too many places to investigate along the way, so be sure to skim through those.
Difficulty: Lots of exposition to be conveyed by lots of people and fragmented clues. Even if you prep well and understand the plot, it's hard to drop enough hint for the players to work out what happened. Final encounter can easily be deadly if party splits or isn't equipped to deal with fire.
Rewards: Sure, it has its uses, but it's not the most exciting permanent item. Being an APL 2 not APL 3 adventure, XP is on the low side.
Highlights: A bonfire by the bay and all those relentless fire creatures.
Problems: Andrik is too weak to survive, or to withstand immediate attempts to subdue him. If the bonfire doesn't kill them, the street fires surely can.
Replay: Perhaps if you skip some of the investigative locations you can mix them in next time? The final encounters on the streets.
Overall: Good adventure, but fire in the first three Tier 1 modules is a bit too much of a good thing.