This product is obviously targetting a pretty niche market: new DMs starting Dragon Heist. Lot of cool stuff in here though.
If your players kill Floon, this has got you covered, with adjustments to the main questline and new encounters to slot in.
I should focus the most on the adventure inside, as it's the real meat and potatoes of this supplement. If your players get in trouble with the law, this is the one you pull out. And that's great, because you can run this adventure entirely seperate from Dragon Heist; it can be dropped anywhere. It's evocative, it's action packed, and it's fully mapped out.
The supplement also details endgame options for each villain should they beat the party to the treasure. Even though in the campaign itself you can only use one of these at most, they can be retooled along with the hideouts from the hardover to create solid frameworks for entirely new adventures.