The very first thing that came to mind when I was setting up the play area for my eager....ummm...reluctant nieces and nephews is that I am going to lose pieces -- action cards, dice, career cards, talent cards, bases, stance indicators, progress bar pieces, stress tokens....
I am organizationally challenged. I am the guy who, at the next gaming session, people say, "Dude, is this one of your dice?" And it always is. "Hey, is this your mini?" Again, it always is.
Or I make a sheepish phone call, "Did I leave my laptop charger at the store?"
"Yes, and your player's handbook. Oh, and your character sheet was under the pizza box."
Keeping up with the pieces is going to be a nightmare for me. That was my very first major observation. I ziplocked all the different decks and pieces, but God, my family, and my friends know that one day I'm going to be searching, in vain, for the Roadwarden talent card. I'm sure it's wherever my missing Scrabble tiles are.
Second impression. Once you get the dice mechanic to the point where you can figure it out pretty quickly, we had a lot of fun with it. One player even began to do some probability analysis on conservative vs. reckless dice. We cheered for the comet and booed for the Chaos star. The dice are cool. Until I lose them.
Third. The stance track is cool. Experienced, and I mean us old guys by that, really were impressed with that when they realized that NPC's could manipulate it against your will.
Fourth. The "party decides when they go" initiative system caused awkward silences and slowed down game play. I would house rule this to a more traditional system where you go on the initiative you generated. One (experienced) player made the comment that it was an attempted reinvention of the wheel.
Fifth. The pieces and parts (that I'm going to lose) are gorgeous. Everyone commented on the artwork.
Sixth. Whew. It took a LONG time for me to set up. I felt like I was setting up Arkham Horror. Clean up was a little quicker because the players helped.
Seventh. Price point. Everybody flinched. Nobody signed the preorder sheet.
Eighth. The abstract range increments and lack of battle mat got appreciation in the form of head nods and short comments like, "nice."
Ninth. The hard core WFRP 2e players said. "That was fun. But I wish they had called it. Warhammer Fantasy Adventures, because it doesn't seem like a successor/upgrade to 2e. They have effectively started their own edition wars by calling it 3e."
Summary: Would the even participants play it? Yes, if they didn't have to pay for it.