To preface this, Mindjammer can produce some high-falooting player characters. But that's kind of part of the charm.
Like Ironclaw, it's a setting that knows what it wants and how to get it. It's a setting and system that veers towards a single, powerful, expansionist bunch of technically good guys who ultimately trip, stumble and crash into every other planet. No aliens, BTW, all old human expansion efforts of thousands of years ago, reconnected into the Commonality.
I rather like the emphasis on cultural warfare. To fight an enemy by changing their mind through subversion and propaganda, undermining destructive ideals and replacing them with compatible ones. In general, the book feels very smart and forward thinking, which gives the setting itself a lot of shine.
It is, however, a very distinct thing its going for. Great gunslinging heroics are possible, but the way it's set up far prefers something more thoughtful, personal and intimate.
And if that all doesn't appeal, the fricking book is stuffed with just fun ideas on campaigns, technologies and more. You get your money's worth, one way or another.