Whether or not you will like Saga Edition really depends on your playstyle and personal preferences. So, before you pick up a copy for yourself, it's probably a good idea to check it out and make sure you like it before committing. If you put your money down before seeing what you're getting yourself into, you may end up disappointed; on the other hand, you may really enjoy it.
As for myself, I appreciate some of the new innovations in the book, but overall I will not be able to enjoy the game very much without significant modifications on my part. I'm sure other reviewers will have already gone into all the details of the book, but I will do so again regardless:
One of the major design approaches to this version of the game was the idea of "streamlining": simplifying and eliminating certain rules to make gameplay faster and easier. This includes trying to cut down on the number of dice rolls, such as by eliminating extra attacks (from having a high base attack bonus) and turning saving throws into static defense scores. However, as for whether or not this will make the game faster or easier for you, your mileage may vary; I personally am having a little difficulty relearning rules I have been using for many years and never intended on changing. Saga really is a totally new version of the game, with lots of changes in all areas of the rules.
Chapter 1 is Ability Scores, is this is pretty much the only area of the game that did not change significantly. You still have six attributes (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma), and they still affect such things as your attacks, damage, skills, etc.
Chapter 2 is Species, and there are a few changes in here. Species no longer gain skill bonuses, instead gaining the ability to reroll certain skills. I really do enjoy this change because it makes the species much more interesting and unique. A few of the species also got a few changes to their ability adjustments, whether for good or ill. Overall, this is a good chapter.
Chapter 3 is Classes, and it takes a bit of a different approach from previous versions. For those of you that play D20 Modern, each class now has talents (basically class features they can choose between) and bonus feats every other level. Jedi are a lot weaker, and all the other classes are a lot stronger. In fact, you may want to give Jedi a few more skills, cause otherwise it is difficult for any of them to be good at anything besides swinging a lightsaber. Tech Specialist was basically combined into the Scoundrel class (see the Wizards of the Coast website for a web enhancement for Techie characters), Fringer was combined into Scout, Jedi Consular and Guardian were combined into one Jedi class, and Force Adept was eliminated. Instead, any character can easily use the Force as well as any Jedi, regardless of what class they are. Overall, these changes were pretty well-done as well.
Chapter 4 is Skills, and this gets into one of the bigger changes of the system. Instead of skill points and ranks, all characters get a bonus to all skills equal to one-half their level; if they are trained in a skill, they get a +5 bonus and can use the "trained only" uses of the skill. Characters can also take the Skill Focus feat to gain a +5 bonus with a particular skill. This has the effect of making characters better with their skills at low levels (having a bonus of +5 or +10 at 1st-level instead of a maximum of +4 ranks in the RCR), but less skilled at high levels (at 20th-level, +10 if untrained, +15 if trained, +20 if Skill Focus, compared to in the RCR having +23 from ranks). Additionally, many skills have been combined: Balance, Escape Artist, and Tumble are now Acrobatics; Bluff, Disguise, and Forgery are now Deception; Demolitions, Disable Device, and Repair are now Mechanics; Listen, Search, Sense Motive, and Spot are now Perception; Diplomacy and Intimidate are now Persuasion; Hide, Move Silently, and Sleight of Hand are now Stealth; and all the Force skills have been turned into a variety of talents, force powers, and a single skill called Use the Force. There are also two new skills: Initiative and Endurance. Overall, I like the combinations of skills, but I don't like how characters can have relatively high bonuses at 1st-level and relatively crappy bonuses at higher levels; however, this is just personal opinion, and you may like it just fine.
Chapter 5 is Feats, and there aren't really a lot of major changes in this section. All the skill feats have been eliminated and reduced to just Skill Focus (which gives a +5 bonus) and Skill Training (which lets you select an additional trained skill). Great Fortitude, Iron Will, and Lightning Reflexes are gone, replaced with Improved Defenses (+1 bonus to all Defenses). A few feats, such as Spring Attack and Shot on the Run, have been combined. If you want to trip, pin, or bantha rush an opponent, you now need a feat to do it; if you don't have the feat, you can't do it. Likewise, you need certain feats (Double Attack, Triple Attack, or the Dual Weapon Mastery feats) in order to make multiple attacks, since multifire and additional attacks from BAB have been eliminated. The multiattack feats also aren't very good, since you get a really high penalty and they require a full-round action; with how much more mobile SW characters are now, it will be very difficult to pull off a double/triple attack. All in all, not a very bad section.
Chapter 6 is the Force, and it introduces a new Force system to the game. If you play D&D, these rules may be very familiar to you: Force-users select a number of powers, and they can use each power once per encounter (or more times if the select the same power several times). It's very similar to the Maneuvers system of Tome of Battle: Book of Nine Swords; I personally don't enjoy it because it doesn't make sense to me how a Jedi could "use up" one power and be forced to use another one instead. ("Well, I ran out of Force Lightning. Time for some Force Choking.") Another thing I don't like is the distinction between Force Slam, Force Thrust, and Move Object; Force Thrust in particular is like a crappy version of Move Object, so I doubt it will ever see much use. Force Points are also now an exact duplicate of Action Points from D20 Modern: you get a crapload of them (5-15 each level), and they are extremely weak. The Dark Side is very different; there are no longer ability score penalties for being corrupted, and the only real change I can see for falling to the Dark Side is that the GM can take away your character. This chapter also gives barely any information on a handful of Force-using traditions: a page each about the Jedi, Sith, Jensaarai, and Dathomiri. However, this chapter also introduces generic talent trees for Alter, Control, Sense, and Dark Side, which are available to any Force-sensitive. The Jensaarai and Dathomiri each also have their own talent tree. Overall, this chapter was a great disappointment to me: the Force power system is not at all what I hoped for, the Dark Side system seems pointless (I honestly don't see any significant effect for falling to the Dark Side), and the information about the Force seems very scant and trimmed. However I enjoyed the talent trees for the Jensaarai and Dathomiri.
Chapter 7 is Heroic Traits, and it gives a little information about defining your character's age, height, weight, and personality/background. However, there is no dice rolling involved in any of this; you instead get charts with average height, average weight, and the age ranges for the different age categories. I particularly enjoyed rolling dice to generate the little details of my character, but this is now unfortunately gone. However, half of this chapter discusses a new optional rule mechanic: Destiny. Destiny Points are a slightly more powerful version of Force Points from previous versions, and you character can choose between different destinies (including corruption, destruction, discovery, education, redemption, and rescue) that give your character different goals and bonuses for furthering your destiny. Destiny Points can be extremely powerful, but they are an interesting idea. Finally, Reputation has been completely eliminated from the game. Overall, I am a little disappointed in this section because of how much was removed, though I do enjoy the addition of Destiny.
Chapter 8 is Equipment. A few weapons were tweaked with different stats, but the major change is for ranged weapons: instead of range increments, there is a chart to determine whether an attack is at point blank, short, medium, or long range. I'm not really sure why they did this, since I found the range increments to be a lot simpler and easier to use, instead of having to look up a chart. Armor now gives a bonus to Reflex Defense (AKA Armor Class if you play D&D, Defense if you played the SW Revised Core Rulebook), but if you wear armor you do not get your class bonuses to defense; this seems to be an old idea that they brought back from the Original Core Rulebook, for some reason. If you're high level you get penalized for wearing armor, even if you're proficient; there's a talent that eliminates this penalty (but you still gain practically no benefit from wearing the armor), and a second talent lets you gain a small bonus from your armor. It is extremely impractical to make a character that wears armor, since the costs far outweigh the benefits; it goes along with the philosophy of the designers wanting to punish players that wear armor, which has been going on for years now. Overall, this chapter was a bit of a disappointment, especially the section on armor.
Chapter 9 is Combat, and it reflects the biggest changes to the system. Vitality points and wound points are now gone, being replaced by hit points (for better or worse). A condition track makes the game slightly more realistic; if you take damage in excess of your damage threshold, you move down the condition track, taking penalties that represent your fatigue. One-handed blasters can make attacks of opportunity, instead of being limited to melee weapons. Combat is now much more mobile than before; you can move half your speed to avoid taking an attack of opportunity while still being able to attack in the round (in previous versions, Withdraw was a full-round action); this makes it almost impossible to pull off a full attack, so most characters just run around and fire single attacks. Autofire is basically an area attack that targets a couple squares (I think they got the idea from D20 Modern). I believe I already mentioned that saving throws have been turned into three defense scores (and blasters/lightsabers/etc. target Reflex Defense). Also, the new rules make it practically impossible to disarm or sunder an opponent's weapon. Overall, I am disappoint at the combat system; it is rather clunky in some ways (especially regarding disarm/sunder), and the changes to Attacks of Opportunity change the game in ways that I don't like. Your mileage may vary.
Chapter 10 is Vehicles (combination of land vehicles and starships), and it can be summed up rather easily: same as character combat. Starships now move and attack almost exactly like a character (including capital ships pulling tight turns with ease). Heck, vehicles even have their own ability scores (Strength, Dexterity, Intelligence...). Space combat doesn't even feel like space anymore, so I have to give this system bottom marks in every area. Truly a disappointment.
Chapter 11 is Droids, and the only real change is that droids no longer have a Constitution score. Meaning the only thing that decides how sturdy they are, how many hit points, is their level: apparently all droids are made of the same materials and designed with the same quality. I believe it was copied over from D&D, where constructs and undead creatures do not have Constitution scores. However, it didn't even work over there: most (if not all) of the new undead creatures add their Charisma score to hit points, since they have too few otherwise. It's not a big change, but it seems completely pointless.
Chapter 12 is Prestige Classes, and is basically what you would expect. Each prestige class has certain requirements you must meet (including a minimum character level), and each one introduces one or two new talent trees and some bonus every other level. No complaints here.
Chapter 13 is a Galactic Gazetteer with scant information on several of the most important planets in the Star Wars galaxy. It's very small (about 10 pages), but it is a nice touch. I'm glad it was included.
Chapter 14 is Gamemastering, and it has information and tips about running a campaign and creating adventures. This is one of the sections that took the biggest hits: although it has the bare bone information such as an Experience Point Awards table, most of the information for a running a campaign is missing. There are practically no guidelines for being a gamemaster, meaning it will be very difficult if you are new to the job. There is also no information about cities/settlements, and barely anything about challenges/encounters. This is one of the areas of the book that could not afford to be skimped on, and I am sorely disappointed with it.
Chapter 15 is Eras of Play, and is basically a trimmed down version of the same section that was in the Revised Core Rulebook. You are provided with very slim summaries of each era and a handful of stats of main characters. They don't even cover all the main characters, either; Jango Fett, Darth Maul, and many others are absent. Yet again, a chapter for gamemasters that doesn't provide enough information.
Following the theme of the previous few chapters, Chapter 16 is Allies and Opponents. If you are expecting an encyclopedia of NPC's like was included in the RCR, you will be sorely disappointed. The only alien species you'll find are Aqualish, Hutts, Neimoidians, and Yuuzhan Vong. All the creature classes (herd animal, parasite, predator, scavenger, and vermin) have been combined into an all-encompassing and ill-suited Beast class. The professional classes (including Diplomat, Expert, and Thug) have been combined into an equally ill-suited and all-encompassing Nonheroic class. There are a grand total of 14 NPC's: 4 Imperials, 2 Rebels, 3 Republic, and 5 Fringe; compare to the RCR with over a hundred allies and opponents, with different-leveled versions of each.
Overall, I am disappointed with quite a few of the rules changes (including some of the "streamlining" that actually make things more difficult for me). The book is 100 pages shorter and is actually slightly smaller than its previous versions; most of this lost material was ripped straight out of the sections for gamemastering, easily some of the most important sections of the book. You will also notice quite a few errors in the rules; the Wizards of the Coast site has an errata document that is currently 4 pages long. However, even this doesn't catch all the errors and inconsistencies, and several sections of the game are very problematic. If you've never GMed a game before, I don't know how well you'll be able to do it with so much information missing.
But like I said at the beginning of this review, this is all personal opinion. Some people love the game, others do not. I happen to fall more toward the negative side; it's not a horrible game, but it has its problems. I strongly advise browsing through the book before you purchase it: you may greatly enjoy it, but you may be disappointed.