It does the job that a Players Guide does but this has little in the way of nuance - meaning that it looks like the AP is gonna be very black and white and 'go forth and smite evil' in its approach (redemption rules not withstanding).
The traits all assume a long association and history with the region. The one trait that sort of seems to allow for outsiders coming into the region is a crusader background. What of the traits for those coming to explore the mystery of the world wound? Those seeking to profit from the chaos? (those familiar with the Rules of Acquisition could probably quote a few pertinent ones that could apply). The traits are just 'meh' mechanically as well. No where near the flavour that I've seen in other AP Player guides.
The worst seems to be the way traits link to specific Mythic Classes and that players are encouraged, when they share the same trait, to tie their individual circumstances together.
It also spends very little time on how the various classes may tie in to the AP. The Carrion Crown Player Guide, by comparison spends a solid two pages or so on all the classes. For this player guide its almost literally a statement "Paladins are good" and not much else.
Its very very much telling you this AP is all about Good Vs Evil (which IS as the AP was always advertised). From my reading I came away thinking the Party that the game designers are looking for are : Paladin (insert Good god of preference here), Cleric (insert Good god of preference here but likely Iomadae or possibly Pulura or Ragathiel), a Good aligned Conjurer or summoner and 'one other'... I say 'one other' because there isn't much of anything to help the players make class choices outside the above.
As a product? Its free. Thats worth + 1 star from me, that brings it to 2 stars... and leaves it there.