It's not a great game, it's not a terrible game. It's a vehicle for the author's ideas, and therein lies the value -- if you think those ideas are interesting, then it's going to have more value for you.
I used to kind of hold the game at arm's length, and be a little embarrassed to talk about what I saw as its shortcomings, thinking I wasn't getting it, but at the end of the day, there's not a lot there in that basic rulebook, and some of the more useful information is kind of skirted over. The system's kind of pedestrian, and I prefer a few more bells and whistles. With that said, formalizing kickers and bangs as something that drive play is neat, even if people had been doing it for years before that, I don't recall seeing it as the core story design system formally placed in an RPG before Sorcerer came out.