I bought the .pdf within seconds of its release.
Overall, I like it. There is some page bloat, mostly centered around the idea of having quick lists in the chargen section that have the information necessary to create the character, get them their skills and gear etc, but then repeating all the information later in the book in the gear section.
They've done pretty extensive changes to the Interlock system in it, a lot of which can be seen in the Witcher (HP for example), although they've changed the crit system so it's not quite the exercise it was in The Witcher.
In answer to the FNFF question, it's close to the same, pretty much all the basic stuff is there, but there's some callback to the range-and-DN tables from CP2013. There's no more hit locations, every shot is assumed to hit the body unless you aim for the head (at a -8). Hit location granularity comes up in the new crit system, where when you roll damage, if you roll 2 or more 6's you create a critical hit, which deals an extra 5 points of damage and causes an effect, both of which bypass armor.
Roles are even more classlike, which I guess makes sense with the massive popularity of D&D-descended games in the US Market. The role skills have been seriously expanded with new options and fiddly bits that you can play around with, or just leave aside most of the time if you like. Combat Awareness, for instance, lets you shift the points around into different combat-related abilities such as Awareness Rolls, To-Hit rolls, Damage, etc. So it reduces the numbers it grants by spreading it around other areas. Nomads have been merged with Runners (Riggers), adding their Moto skill to Drive, but the family aspect is still there, as you have clan rank and family motor pool as other aspects of the skill.
Executives (Corporates) and Lawmen (Cops) have neat spreads where they can call for backup (Lawmen) to bring in some combat mooks, or have detailed personal employees (Exec) who might be personal assistant by day, and legbreaker by night. Execs also have a lot of their needs taken care of by their employer, but that has its own set of strings.
Medtechs and Techs have a slew of abilities, and each point in their Role skill provides them with two points to spread into the various aspects of those abilities, things like upgrading gear or inventing new gear complement the old Jury Rig aspect of the Techie, while the Medtech has Surgery (advanced MedTech), Pharmaceuticals (really nice boosts from drugs that don't addict the user), and Cryotank operations.
I felt like for all the size of the document, it still felt like they might have planned on 2 books, then just pasted them together in order to get the game out the door. It works for me, but I wind up making heavy use of the bookmarks on the .pdf and the CTRL+F function to get around. There's also a general lack of the brand-minded specific gear items that sort of became the hallmark of CP2020. One of my players from my old CP2020 game already commented wondering how he was supposed to tell the difference between a Sternmeyer Type 35 and a Mustang Arms 10mm now. Mechanically, they're pretty much the same. I can see how I'd deal with it in game, but I feel like the video-gameification that Mike brought back when he went to work on Crimson Skies, and sloppily tried to implement in V3.0 hasn't completely gone away. I can see WHY they do it, and I've heard his explanation for it, but it's just one of those things I always felt was a differentiator between Cyberpunk and Shadowrun (where as a concept, the generic pistol has been a thing since 2e).
Production wise, I like the rest of the book. Nice art, layout is readable with a minimum of silly fonts, etc.