I thought this was just part of one page, and a small "digest-sized" page at that? Regardless...
IMHO, this is an indirect attack to Chaosium, who never pointed out Lovecraft racism in CoC. But, if so, this is still a non-problem. If you read Lovecraft you know that he was a racist. If you never read him, either you have a racist Keeper (and that's a problem of your Keeper and not of the game anyway) or the only racism you can find in CoC and other Lovecraftian games is a correct portrayal of the problem in a given historical period (something that, I agree, in a game requires a general consensus).
It's a difference of fanbases, publisher views, and so forth.
Evil Hat has a rep as a "progressive" or "SJW" publisher or whatever. They attract like-minded fans. Said fans want Cthulhu stuff, but... they don't want to feel guilty for wanting it. Evil Hat throws a disclaimer in the middle of the text (which, honestly, belonged at the front, but this way they can virtue signal how they force readers to confront a dead man's racism. Before everybody moves on to time travelling to shoot Cthulhu with a gun or whatever) and now the fanbase can get back to their games of blood pollution, mental disturbance tourism, and whatever other problematic issues they clutch their pearls over in public.
Chaosium and others meanwhile assume their fanbases don't give a shit if Lovecraft was racist, homophobic, or cannibalistic. The Mythos has had over a century of development by other people, and (honestly) is better than just what HPL left us with. Put another way, nobody has problems with the idea of insular town of white people breeding with Deep Ones, but some folks consider it racist that there's also an insular town of Native Americans breeding with Deep Ones. At that point I don't think the problem is on the publishers' sides.
The real problem, here, is that their statement is truly troubling. "Howard Phillips Lovecraft was a racist and an anti-Semite." Anti-Semitism is already a form of racism, so, why the redundancy? To compound the problem, Lovecraft's xenophobia is not mentioned. Hey! I'm Italian! Lovecraft clearly throws under the bus "the Italo-Semitico-Mongoloid” Lower East Side". I want to be offended too! Are you telling me that Lovecraft disgust towards immigrants is fine with you?
I'm guessing the author considers Lovecraft's anti-Semitism to be more philosophical based than racial? Or, more likely, it's a good "double-up" sound bite. Like pro-choice activists talking about "rape and incest" when discussing abortion, which implies that incest babies are separate rape babies, and will be aborted regardless of the mother's choice (or it's a redundant "double up" that sounds good).
Either way, they fall in a dire fumble: there is anti-Semitism and there is "the rest": Blacks, Asians & co are all grouped in a separate class
I'd say it depends on how HPL saw the topic (were Jews a race, or people who practiced a religion), but I suspect neither the author nor the fanbase really care.
And when you think that it can't get worse, it does.
I'll cut Evil Hat a little slack here since we can't have it both ways. We can't complain "you wasted X pages with this" and "we want you to waste more pages backing up what you say in those already wasted pages".
Is it lazy writing? Oh hell yeah, the book is full of it, but I didn't buy a game book to hear somebody tell me an artist was racist, I bought it for a freaking game (which I'll deal with later).
"More Aliens and Terminator, less Shadow over Innsmouth, it’s a game where instead of becoming a howling fool when faced with the terrifying truth of nightmare creatures from beyond space and time, you pick up a twelve-gauge and do what needs doing. Your job is to save the future, not to sit in a corner screaming and clawing your eyeballs out."
"You don't sit in a corner screaming and clawing out your eyeballs. You run around screaming and clawing out other people's eyeballs."
Granted, the book won't brag about that because it basically runs counter to their whole "mental illness isn't to be shamed" shtick if people turn into threatening monsters when they finally lose it.
I.e. whose designers either don't understand or don't want to contemplate that Lovecraft's main poetic was Cosmic Horror - not racism. People who, instead of creating their own mythology which expresses their own views, never in the life will ditch Lovecraft. Because Lovecraft sells a lot, especially today. And, sure, Lovecraft must burn in Hell, but one must be crazy to ditch the Lovecraft train when you can jump on it, lazily repaint it with "progressive" ideas and rush to a publisher with your uncreative RPG.
I -like- time travellers shooting Cthulhu in the face some times. Some times I want serious, grim, nihilism in my games instead. The Mythos supports both. Remember, in his first (and only) canonical appearance, Cthulhu was defeated by a couple of guys ramming him with a boat. Granted it was a big boat, but still.
Anyways...
Once people get past the disclaimer page (or two, or less) in the book, what is there to talk about in terms of actual game content?
I'd break it down into three pieces: player facing stuff, GM facing stuff, and Fate stuff.
In terms of Fate stuff... it's functional, but sparse. Really, it should've been released as another expansion book for Fate, like Worlds of Fate or something. People could pick it up, learn the basics of the system and play with it, but it feels like the inclusion was just an excuse to pad the page count. I'd guess this was an experiment at releasing a new line of "self-contained" Fate system-setting books, where Evil Hat could reprint its "less supported" version of the system with new art, in order to attract new customers while saving a few bucks on releasing books with more pages.
Player facing stuff (i.e. the stuff players see when playing in this specific campaign), is disappointingly sparse. See, PCs are supposed to get k3w| p0w3rz and such from their time travel, and a few are included. But not nearly enough. Now, I'll admit that Fate is an established system by this point, and there's plenty of books out there with Fate powers to play with, but what's presented here is rather limited and a little uninspired. Less words on the system (which is covered in much better detail in the Fate Core rulebook already anyway) and more words here would've been appreciated.
GM facing stuff is... tough. See, the campaign idea is you travel back in time and stop the Mythos future. And there's some okay support for that, and it feels decent enough actually. And you don't just have one horrible future to fight, but four! And they're all pretty different (although you could probably massage a couple to work together if you try hard enough). The problem is... how many groups will play variations on the same, very specific, theme four times? So I fear a lot of this book is relegated to "reading it was fun, but it'll never get played". Which is a shame, since it is a pretty fun read (provided you like "time travel mutants use their super powers to fight the Mythos as they slowly degenerate into more monsters" as a premise). I wonder if maybe some of the campaigns had been combined and developed further (with the other two saved for a future release) if the product as a whole would've been strengthened.
tl;dr - the virtue signaling is present, but easily ignored. The game itself is okay, but should have been better.