This is mostly OK as is, as this chapter mostly just talks about how to run the game. Not from a mechanics perspective, but just things to think about to anchor the characters to the setting, and make sure that you're hitting the tone and themes of the setting.
In fact, that latter is where it kind of falls a little bit apart; it's often just baby-steps at most—if even that—from regular D&D. I have a hard time believing that the developers, who are no doubt familiar with a wider array of different types of games than just D&D are really that provincial, although maybe I'm expecting too much from them and they really are. Rather, I think this was a deliberate choice to not scare off the D&D-heads who can't imagine anything other than standard D&D.
In any case, I'm not going to bother remixing anything here, but I'll pretty much completely ignore it too, and I don't recommend necessarily that you read it if you haven't already.