Ok, I've bought this book some weeks ago...
Cthulhutech is indeed an indy rpg. Don't be mislead by the fabulous artwork in this full-color hardcover book. Though I rarely play them, I look at many indy-rpg-systems, just because I like to see their rules/backgrounds and to gather some ideas for my very own works. This book is perfect example for what can go wrong and right with an indy rpg product:
GOOD
-Beautiful artwork, much better then many other games
-Nice editing work - ok, some minor errors, but it's overall nice to read
-Tons of cool crossover ideas
-Overall interesting setting, enough information to start some adventures
BAD
-Why, oh why... a new and innovative rules-set. Blah. Like Degenesis these rules provide the maximum amount of counterintuitivsm available. Do not misunderstand me: They probably work, with some perks. They just don't _feel_ good. I'm soon going to DM an adventure (well, at least I hope so) and I'm going to use the original rules without modifications. Perhaps they're better then I think, but I doubt so. I think I'm going to use some d% System (RQ?) if they won't work out.
-The setting is a bit "overloaded". You've got aliens. And cultists. And old ones. And more cultists. And science-megacorps. And armies. And mecha. And engel (more mecha). And tager (symbiont-warriors). And some more mechas. And... ah well. Two or three of those plots would've probably been enough - you can easily publish new ones as "campaign arcs" or what ever. All in all you've got too many plots with just an overview of background information.
Well, these are the points that stick out the most. If you like crossovers, anime/mechas, weird settings or indy-games all-in-all, buy this book. But be sure that you'll have to invest some work (background- and probably rules-wise) if you plan to play this game more then once or twice.
EJ