This was a good, solid attempt to make a sci-fi space-opera game for Savage Worlds, but it's not without some flaws.
The good stuff: I liked the alien race generation rules, and I rather thought the Fleet book was innovative. Making spaceships into characters is very intriguing, and I may implement a lot of it in my games. It utilizes making cybernetics as Edges rather than as Gear; not that I'm partial to that, but I thought it was a good application of this approach from the Sci-Fi Gear Toolkit by Paul Wade-Williams. Adding Culture to character creation is a good approach as well if only to differentiate human characters a bit more, and I liked the addition of the Equilibrium Rules (a sort of Culture Shock mechanic to assess how well your character deals with the strange and new phenomena)
The not-so-good: The more you read, the more questions come up that I think needed to be answered. Examples, for instance, of various spacecraft would've been handy, to give me a reference on how many Edges should I take for various items on a ship. Such as, it lists Lifepods as an Edge, but if by taking this Edge once, does that mean I have escape pods for everyone, or do I need to take that multiple times. An example of ship development would've been nice, and something more for robotic characters would've sent this game into the five star margin.
On a side note, I'm not a fan of the concept of Post-Scarcity, but I don't apply this as a flaw to High Space. It does, however, turn me off from The Lantern setting, but I thought I'd disclose my own personal misgiving in this regard. However, I did like the simple Acquisition system.
Overall, I think it's a good sci-fi approach to Savage Worlds, and worth getting to enhance your own Savage Worlds game.