Re: Sum Up!
By the way, I have in my off-time read up on Savage Rifts, and it's a remarkable improvement over a lot of stuff while retaining most of the positive of the Rifts feel. The Juicer feels like they have a clock, and burning the wick faster makes the Juicer more awesome. The Crazy is a class you might actually want to play without it being disruptive to the group, or insensitive to those who actually know what those mental disorders actually mean.
Few gripes, though. One is the absence of the Shifter. I did get my hands on what I am convinced is a fanmade version, but it was a Rifts unique class, and it isn't Core.
The other would be that the book is kind of afraid of itself in a way. It keeps trying to pretend that it is too cool to let itself go and be adolescent again - "Yes, I want to play a dragon, dammit!" This mindset is critical to running and playing Rifts, for better or worse, and the book doesn't go full in.
Although it does have the Hatchling Dragon as playable. That needs to be said.
The last thing is the Tomorrow Legion, the good guy group presented in the book. It just... really kind of feels like they don't belong in this setting. They are too nice.
I took the liberty of reverse engineering them using the Mercenaries book, and yeah, I did it, but I must emphasize how screwed they are anyways, because they are within one hundred miles of the CS's southern border in Arkansas. The moment the CS figures out Tolkeen refugees are amassing at a singular point, a heavily defended and fortified position south of them, what is the most likely outcome? I get the idealism they were going for, but considering that each continent has at least one existential threat, it felt like they missed the mark here.