I love everything about this.
The mechanics are simple, but some checks can be bypassed a limited number of times in an episode by a character particularly suited to the attempt. This accordingly looks like it rewards rapid, concise play and teamwork. Add the extra XP for giving a speech re the theme of the episode and you've got strong ST:TOS/TNG emulation potential.
The setting has an internal tension I'd love to see stewed over for a season or three. There was a galaxy spanning, no-kidding evil empire. The PCs are inheritors of some of their tech, making them particularly well suited to show up and fix other people's issues, then move on to the next place in serial episodic fashion, never looking back. See the obvious issue? Yet, as the example episode shows, there IS oppression and human suffering and involuntary isolation to face down, and the PCs are the people equipped to do it. In the absence of any Trekkian 'Prime Directive' and the presence of guaranteed successes on skill checks, the question seems to be, from a reading of these corest of core documents with no play testing on my end yet, "How much Adventurism is the right amount? When do you abandon people in the interest of non-intervention? Sure, Colonialism is bad, but look at this specific scenario : These people need us to come in and fix things." All asked, as these questions are in real life, one nuanced, particular instance at a time. Will the players ultimately look back over a campaign and see themselves as galactic FEMA workers? Jedi? NKVD enforcers? Some real, beautiful, Dogs In The Vineyard style 'Are we the baddies?' potential here, provided in a way that refuses to give authorial approval to any particular conclusion.
Beautiful stuff. A big departure from FIST, but thoroughly enticing. Probably my favorite Lasers/Feelings hack, and I haven't even played it yet.