Another fine treatment of an older game. I still dig the ability bits that go beyond just numbers for tests. I like the downtime action layout, as well as the Quest bits for trying to make sense of all the questing things the warriors of Gaia undergo.
I think setting wise it suffers from trying to 'fix' all the issues of the old Werewolf setting. Suddenly nearly all the shifters get along. Suddenly the Garou and other Fera get a rousing second chance in the forms of seed caerns and the inclusion kinfolk being Bitten. While there's some interesting ideas there it honestly smacks of a little too much of a fan fiction type 'fix' for things they saw 'wrong' with the old.
That's just a personal opinion. I know plenty you love the suddenly fluffy hugs and rainbows approach to the end of the world. Mechanically, I think the only gripe I can find is that while the streamlined powers work fine in the Vampire, Werewolf loses out when you take a machete to the gift lists. True, there's too many of the things, but still. In stripping away some of the key gifts for a certain tribe or fera those groups lose a lot of their 'flavor'.
And the book still suffers from the size issue as the Vampire MET.
All in all a solid book and game though.
[3 of 5 Stars!]