I'm a little concerned about the nature of the classes in this book. One of the things I admired about Paizo was that their classes adhered to classic fantasy archetypes.
Wizards of the Coast, on the other hand, crammed as many classes as they could into 4E.
I can see where some of these classes might fill missing fantasy niches. Barbarians and sorcerers have seemed like bread and butter since there inception, and swashbuckler's grit rules and optional gun rules fill the "Three Musketeers"/"Pirates of the Carribean" mix. That said, I can't help but be skeptical.
We'll see how it comes out in the playtests.