I played BitD a couple of times with a guy who was part of the playtesting (and other players, of course). It's very different than my neck of woods in the OSR, but I generally had a fine time and the setting and some of the mechanics are rather intriguing.
I did find it imperfect, especially in regard to one particular issue. Essentually, my main beef is that the system is way too stingy with the sense of accomplishment, and you spend most of the gametime feeling frustated.
Here's what I mean: a single heist might have, let's say, three tasks, maybe four. (Get in unnoticed, locate the loot, actually acquire the loot, maybe get out unnoticed.) Each task is divided into maybe 2-4 subtasks on those little task wheels, or whatever you call them. So you have anywhere between 6 to over a dozen subtasks to accomplish.
The problem is, the action resolution die rolls are set up so that you're pretty unlikely to get a simple success on any given attempt, and you're very, very likely to be pushed into risky and desperate rolls where all sorts of shit can go bad. I understand the purpose of that, it's there to provide a sense of urgency and risk and escalation. That's all cool, but like I said above, you have to pass 6-12 situations in a single heist, and MOST of those get pushed into a desperate struggle, which I think is just too much, and it ends up achieving the opposite of what it set out to do: at the end you don't feel "Oh, good, we FINALLY got the golden statuette!"; you feel "Going through all that bullshit for this golden statuette really wasn't worth it, why can't our crew just live on a smaller income with simple kneecap-busting jobs instead?"
It's like a traditional D&D dungeon crawl, but with 9 out of 10 encounters (random or otherwise) being a 5 liches, 50 death knights, 20 umber hulks or some other bullshit where all you can do is try to run away and hope you succeed.
Which is a pity because the game has great potential, but I think it really needs to be recalibrated to be less punishing and less misery touristy. Every single burglary job shouldn't involve 8 or so near-catastrophes; you're supposed to play a bunch of cool fantasy criminals, not bumbling idiots.