The premise of this module is certainly not a problem. However, the execution is poor.
The first area leaves much to be desired, with a scene that has players wanting to roll initiative and the DM intended to hand wave it away. If players have encountered Grandmaster Torch at all in PFS prior to this module, good old GT is easily put back into his role of the elite information broker.
The problems start when the players start looking around for their targets. Three potential combats can occur without any maps for the encounters in the module, two of which must occur and are in rather large buildings that a GM has to craft with care. The encounters involve extremely annoying combinations of mechanics for players to deal with. Players WILL get frustrated at your table.
The faction missions, specifically the Taldor and Qadira missions, break PFS rules. Poison is specifically not allowed in PFS. Why is it showing up in a faction mission? The Taldor mission can easily directly violate the terms on which the pathfinders even tolerate the existance of the shadow war for Absalom.
This module is not fun to run as a GM. It is a logistics nightmare, a roleplaying nightmare, and requires a large amount of preparation to run in any method that most players I've ever GM'ed for would find acceptable.
Mr. Frost, if you're looking to retire some more season 0 mods, start here.