I have both run and played this adventure.
I played it at a convention setting, and one of the time-saving options was used.
I definitely found it interesting, but I was also top of the tier and trying to level out, so it wasn't particularly a challenge.
1)The timing is good:
I ran it for a VERY weak party of 3 level 5s. Normally this group takes a long time, but despite my leaving everything in, the group took about 2.5 hours of real-time despite ineffective combat.
2) the variety of combat options was good:
I personally prefer flame skull & spawn, but there are lots of options written in to the adventure. Some are deadlier than others (Max HP reductions) and probably best to go over with players so they understand Death Curse implications.
3) Scaling was good:
This was a challenging, fun adventure. Twice I knocked out PCs (their primary healer was sick, but they survived due to clever play).
There's a lot of opportunities for exhaustion, and hit point reduction for the challenges. There were also a lot of chances for roleplay and clever use of skills. Also actions/inactions had consequences (decision on the prisoner, games).
There was some confusion with the gold rewards - as the rewards page mentioned faction money and to see the conclusion section - the conclusion section mentioned money for saving prisoners, but the fact that this was funded by the factions and Miboro Yan was mentioned earlier. I had to get home and check if I had the most up-to-date version (I did) and whether I missed something. The party received JUST under minimum XP, which was appropriate (I bumped them the 30 or so to the minimum) for what they faced, though not the challenge they faced.
One of my favourites from this season.