I agree with most other folks on here that the scenario is short (which I don't mind). I also agree that Maro is really under utilized and that the first act didn't really feel like much of an act. I feel like some GM discretion to pull a little life into the city is necessary.
I do really like Tasch as a setting, a little dinky mining town. Again, I think the scenario benefits if the GM is willing to do a bit of quick improv in order to bring the town to life. On the fly I made up some quirky 'hick' NPCs to interact with before getting into the chunk of Act 2. I definitely agree that the fights are a bit tough, but I also feel that in Starfinder you're expected to get downed more often and despite having only 3 players (and a stand in NPC) everyone was more or less fine. I find a lot of players get grumpy when Society games actually provide a challenge and I, for one, am happy that you can't breeze by every scenario.
The mine fight is pretty cool. I like the mechanics of the cart, and my players were smart enough to get out of the way. I do find it a little disheartening that there's no real chance to RP with Talbot before the fight occurs. It feels like a missed opportunity for the story. Again I think the fight can be really hard if you just stand there and shoot, but if you think strategically then the encounter is manageable. My players ended up running back to the entrance and really only had to fight Talbot since the other workers were too slow to catch up.