Some Spoilers:
I customized the encounters heavily to fit our particular group and the module's place in the adventure timeline (ran it as the final straw pushing to the town hall meeting and running one level higher at all parts of the module). However, the actual framework, the descriptions, the pacing, and the design of the events themselves was phenomenal.
My players described it as a roller coaster tour of the town of Ravengro. they felt pushed in all the right places to continue even when they had stretched their limited resources to the max. They were given a chance to meet and impress people in town that would have otherwise been difficult to interact with and were able to build up enough trust that it actually makes sense for the town to petition them to fix whatever is causing all the ruckus.
By reading it in advance, I was able to place interactions with some of the key NPC's earlier in their path. For instance, a small relationship with the acolyte Rufio before the Fiddler begins playing really makes a difference in how the PC's respond to both his request that they help the councilor and the peril they later find him in as a result of his going it alone.
The included maps were an excellent addition to the town, and what areas were not mapped were specified well enough to be able to extrapolate from the Ravengro Map. I did re-use the map from the Murmuring Fountain add-on for one encounter because quite simply the maps are too good to only use once.
My complaint with most modules is that there is a great deal of background material that adds to encounters that there is really no way to ever share with the players. Most of the encounters here leave someone to tell the missing parts, allowing the PC's to see the story and the method to the madness. However, the main story about the elf maid and the mysterious stranger is left without a thread for the PC's to pull. There is enough information for the DM to find a way, but the story is so nicely wrapped at the end that the motivations are difficult to reveal.
It is encounter heavy, but placed where we put it in the adventure, it capped off the slow build of events, bringing the interaction with the town itself to a climax that leads easily into the investigation of Harrowstone itself.
My players finished the final encounter feeling exhausted and challenged.