I liked this module.I think it works best as a hub, either for adventures set on the local station, or just to avoid vagrancy charges on one and sleep in a soft bed, with a meal that didn't come from a reheated box (this should probably relive a point of stress, or something.) One should probably roll up some 'generic' guests to stay at the hotel too, ones that don't have an interesting backstory,so that it doesn't feel empty (it wouldn't really make sense for anyone, except Kelm and Joseph to be there, if the PCs come back next week. And at any rate it's odd the hotel is only 1/3 occupied.)
The specific mystery described in the module needs additional work (this is likely intentional, so it is easier to integrate into a campaign.) It would be nice in anyone except Maple had a connection to anyone else, but of course, that isn't hard to invent during session prep, and the hooks are solid.
A personal nitpick: the module uses all the 'DnD dice' (except d12 and d20,) while, as a Mothership1E purist, I was hoping for d10s and d5s. This is unlikely to be a material problem for anyone, though, as anyone who gets into GMing is nearly guaranteed to own a set (likely multiple) of these dice.
P.S.one of the tags is #No AI, but of course a prominent character in the story is ,in fact, an AI. Ironic (but not incorrect.)