At the time of writing, my character is up to Veteran Level, and has probably about 300 kills. By the time all the players left for scheduling reasons, the GM and I were having such fun with it that we just stuck with it. I made a Skilled Spy/Duelist who started with a sword and pistol, then quickly turned in Revolver Ocelot. Choosing an Archetype, then combining two classes, gives a lot of flexibility, and once you know the system, you can make some crazy shit. Right off the bat, the character creation is great. I went in expecting to hate it deeply, but my GM was a big fan of the setting, and I always had fun with what he ran, so I went for it. It has issues, but on the whole, great fun. I did get to play a modernized Witchfire Trilogy using pathfinder. If your gm is worth anything, the cost of running and transporting jacks and beasts keeps thier numbers down in the party.
I played a mighty pirate/duelist, skilled cutthroat/alchemist, and a cunning Wolf of Oroboros/Chieftain. Warnouns are cannonically very powerful, it's not uncommon to forbid them from play. Focusers do not curve off and get insane, which is supposed to happen. It kind of runs in the opposite direction, casters are crazy early level and curve off later. The caster/martial divide isn't really there outside of warcasters/warlocks. Healing is barely a thing, so play it more like Dark Heresy. That said, mighty benefits from extra attacks more. The issue is virtuoso and the extra attack and that defense is usually better than armor. In general, skilled characters outshine mighty characters. I do take a few issues with it, even as a fan. I come from a wargaming background so I didn't mind the combat. I've been in a few games, both IKRPG and Unleashed.