WashingCon was a lot of fun – I’m really impressed by the amount of stuff they could pull together and how well everything worked in only their second year of existence. On a more personal level, Partner, Tom, and I ask had successful play test sessions, to one degree or another. Partner and Tom both had full groups on the first day; I had two drop outs (one of whom was good enough to email me the night before) on the second day, which happens. It's the second day, folks get tired and occasionally flaky. Any rate, I still had four players which was more than enough for the scenarios to work.
I think the scenarios themselves are ready. Any further refinements to how long they take to run are going to have to come from the GM’s style in running games (in my opinion). And making sure you actually have a four hour slot to run everything in. I might want to add the stop and leg I took out of the caravan route back into that scenario, but only with a caveat to the GM to only include it if you have players familiar with the system and don't need to teach rules.
So I think the most gains we're going to make are going to come from working on the player's Quick Start rules and advice to new GMs sections. At minimum, the Quick Start needs to go through another draft. And we need to write the advice section at all. As a group we had skipped that part of the packet before Gen Con and WashingCon because all the of us have SOME experience GMing. In Red Markets even.
The Quick Start, despite needing another draft to my mind, is in pretty good shape. It helps to be able to copy/paste sections from the full text. It's just a challenge of cutting down appropriately. And not losing all of the system flavor in getting to the bones of the rules.
Since the goal is 10-15 pages of rules that simultaneously sell new folks in the setting and flavor, it's rather like trying to write 10-15 of ad copy that is ALSO technical writing. Which is bloody tricky. And why I'm so glad I just need to edit down to it, rather than build it up in writing.