I find it interesting that the first entry on downtime activities is on foils for the party.
I like it. I also like that it's "foils" and not "villains" as they explain that it can be anyone with an agenda that might be contrary to the party's interests.
We also get magic item buying which is useful and quick. Seems fairly easy to adapt to particular situations. If the characters seek a specific magic item, first decide if it’s an item you want to allow in the game. If so, include the item among the offerings if it appears on a table that the result allows you to roll on.
Then we get carousing. I swear, if there was a supplement entitled The Big Book of Carousing I'm sure it would be a hit. There can't be enough on carousing, I say.
Fourth is crafting. Personally, I was indifferent to these rules. My favorite and still used method was from GAZ3 The Principalities of Glantri (worth your $5 on DMs Guild!!!)
We then get a series of entries on crime, gambling, pit fighting, relaxation, religious services, research, scribing a spell, selling a magic item, training, work.
None of these are particularly stand-out entries (they are fairly short) but they do have the benefit of offloading some work from the DM and contain the obligatory random tables that can add fun to the game. At least, I as a DM like a bit of randomness to spur my imagination.
Good stuff for when PCs spring an idea on you and you don't have anything really prepped.
EDIT: Entry 6 on Low Class Carousing Complications: Surprise! You're married.
That's my kind of randomness.