I finally had a chance to run Meteor as a one shot. We ran through Moonbase Blues and everyone had a blast. I'll keep scenario specifics vague to avoid spoilers.
We had a Labcoat, Synth, and Wrench, all at mid to low stat ranges. At character creation, we got a bit unlucky as nobody rolled any Cybernetics aside from the 4 arms for our Synth. As such, we didn't have much interaction with augments and the fatigue subsystem. There were also a few rerolls on the random skill table as two players rolled nexialism.
Undefined skills were an interesting concept but it did seem like a get out of jail free card for some of the players. They had a few situations where they bypassed some complex problems by just cashing in a new skill. This also led to players avoiding the use of their background abilities. Defined skills are likely to have more use in a module and had less of a concrete cost than the resolve needed for abilities. That said, the subsystem helped with pacing, and tied in well with the module's themes of amnesia, even if things were a bit anticlimactic at times. I feel that these may have been better served in a longer term game.
Stress was an odd one. It may have been my pacing, the players' use of undefined skills over background abilities, or my reliance in resolve saves for stress damage but we only had one instance of panic in our two 3-hour sessions. It was right at the very end of the scenario and led to a memorable finale as a player turned in his companion. How does stress flow from your experience? The system seemed to have much less buildup than our group's experience with games like Alien and MOSH. Just straight 0-100 but oh boy was that quite a trip.
It may sound overly critical but we did have a ton of fun. Characters were up and running in no time and the tables gave a ton of useful flavor. We are looking forward to the expanded materials and will definitely be giving Meteor another go in the future.