So as I expected on a first read when I picked it up, this is pretty great. The cool thing about it is not just how clever the underlying conception and structure is -- and it definitely is -- but how easy it is to adapt and massage for other purposes.
For example, I actually didn't run this in 5e. I adapted the concept and archetypes, built a luxury cruiser starship setting for them, layered a dose of spy intrigue on top and ran it for my Starfinder group. In so doing, I removed the potential for PvP (the archetypes all manifested as separate NPCs, and the party in general was tasked with unravelling their various schemes and mysteries), fleshed out some of the characters on the "lower decks," and adjusted the mechanics for the system specifics and the higher-level party running through it. Even with all of these transformations, the conceptual strength of the module and the genuine sense of investigating a meaty mystery with believably-motivated actors, shone through. It provided superb bones on which to build.
We got six solid sessions of play out of what resulted, and my group loved it. I recommend checking this out not just to D&D players but to any fan of elegant ttrpg adventure design. I can promise you'll find useful ideas in here even if you don't just run the adventure as-is.