11 sessions in, and my group (None had heard of it before they joined) and I are loving it. We're using a modified Harn as the setting.
Slow has very good points. My group of five doesn't include a spellcaster, but they have a barber/surgeon, and are surviving. It is a very tough combat system, but very easy to learn. We play online, and Roll20 supports the system.
I use the added damage optional rule, and fights are fast and brutal; you need a group that will stick together and cover each other or PCs will die. The healing system is a little complicated at first glance, but if you pay close attention to the difference between 'damage' and 'injury' it's not hard.
Just a really good game in all particulars. At the moment my players are moving to Intermediate Tier professions, and they are having intense discussions about options and choices. The penalties for communication between social classes really spices things up and makes it easy to draw the entire group in (hopefully they make up a mix of social classes). I have been using War Hammer and MERP-based scenarios, and the players are having a great time.
To keep combat flowing faster, I have a cheat sheet with the PC's Peril and Damage thresholds listed, so I can give the players actual effects.