I have found this book extremely handy in my campaign. Even if you aren't running a military heavy campaign, this book has plenty of other gems that add some much needed elements.
Foremost among these is the new martial artist options. Those wishing to pursue unarmed combat now have a slew of new feats, as well as a prestige class, to delve into, which I would have to say is on par with the monk from DnD. An interesting addition is that the feats can work in conjunction with talents you can get in that class, similar to the lightsaber force powers from the jedi academy training manual.
Also impressive is the new selection of equipment. In addition to new weapons and armour (the interchangable weapon system and katarn aror are a favorite, a la republic commandos), there is a new requisitioning system, as well as additions to the rank and privledge system, allowing characters of certain ranks to call in airstrikes, gather intel, or call for extraction.
Military organizations are another feature of the book. While it is interesting to hear each group's history, I wish they had styled this section like the force traditions for force-users.
The rules on building battlestations is mechanically useful, though it really just amounts to a dungeon building advice guide. Not anything too complicated, other than explaining different sections of a station, and how sensors and security can be designed.
The ready-made adventures and campaign are a good way to see some of the tools in this book in action, but are pretty straight forward, and I haven't found them intriguing enough to drop into my campaign yet.
Overall, I'd say this is a good buy if just for the martial artist rules and new equipment (and ways of getting it). But if you're looking for rules on building the next deathstar, this may help, but it falls a tad short.