Nice little game that tries to fill up all 6 pages with as many rules as possible.
Characters have skills level (almost 50 are shortly presented) + aptitudes levels (like a class bonus, 6 are presented) + stat bonus (11 stats) + modifiers from +4 to -10. All that gives you a basic chance of success that you roll against on a D20. You have a few karma points that you can use to reroll (costs 1) or do the roll (costs 3 but must be spent before rolling). So very classic, and that's an advantage. It's also quite easier than many systems with D20 because you roll against the computed BCS, like in old FGU games. All is done by dropping the given points where you want.
However, as usual, this mutli-layers of numbers adding can be boring, like in combat because you have to sbustract the DEX of an attacker if you parry or the AGL of a defender when you attack. Any attack has a BCS of DEX stat + Fighter Aptitude + Weapon Use skill - Opponent’s AGL +/- other modifiers. It's all logical for sure, but there is always the tempations to add "just anpther layer of bonuses" like say, weapons accuracy, or magical weapon power or armor ability to deflect blows, or target's fighter aptitude. And every parry or dodg will have the same kind of computations.
It is just my opinion, but I believe that for a "Lite Core" it gives quite a Rolemaster like feeling that can be frightening. Giving a character sheet that shows how BCS are computed already (basic stat + aptitude + skill levels) would have been compforting. Players would have known that it will be about looking at a single value and adding a modifier or two. In fact it's my biggest complaint: the game is solidly grounded with sturdy and logical principles but given the fact that there is a whole column left on the last page, making an effort to present them in a "softer" way would have been mercyful.