What I love about this pack is that it caters to the player who has a long-range game going. I've completed nearly 12 Sim years (my seasons are 28 days long) with this save, and am getting close to Generation 4 for my 10 Sim families.
After 2 Sim weeks, my neighborhoods are all pretty neutral, but I think the Spice District in San Myshuno is going to go Industrial eventually. All my families should be living with 2 N.A.P.s active, and I'm curious to find out what they are. I did some math and made the discovery that there are over 3800 different combinations of N.A.P.s possible in most of the worlds, over 5000 in Evergreen Harbor. It's possible that some of the N.A.P.s would be incompatible, but even so, that's a lot of neighborhood traits.
Right now, I'm a little disappointed in the bills -- it looks like taxes for everyone are at $300. Also, it should be easier to make a neighborhood go industrial. But neither of these things is greatly important to me, and it's possible that there will be changes. I think the N.A.P.s are going to make the biggest difference, and probably some will have a bigger effect than others.
The random phone calls look like fun, too. My Sim got a call from Bess asking for a 1000 simoleon investment. He gave it. She called back just as he was leaving for a class, so I didn't get to see that call. The 3rd time when she asked for another 1000 simoleons, he complained that she hadn't come through with his payment, so she gave him several thousand simoleons. I suppose eventually these will get to be like the invitations that came with City Living, but for now they add something.
I can see that if you take this expansion pack as a game, this one seems to not have much replay value once you're made Port Promise green. But if you plan to incorporate it into an ongoing game, there's a lot to work with.