I've been having a great time running the Fully Automated campaign and working on the guide for running it. We just finished session 10 and it looks like next session will wrap up this story, hopefully with time for a little epilogue.
Overall I'm very pleased with the players' arc through this campaign. They hit a bunch of locations and events I was hoping they would, and also surprised me a bunch of times with creative, thoughtful, and community-oriented solutions. I'm a huge fan of games that let the players stack the deck in their favor by being smart or creative, and I've had a great time watching them short-circuit potential conflicts before they could begin, rally an investigative effort in the region that's essentially too big and public to stop, and assemble a small army to help them confront a villain while stealing damn near all his weapons out from under him before he could use them. Their community-first approach has felt like a really solarpunk way to play this solarpunk campaign and their concern for my NPCs has been very sweet.
In running it I've found that I have enough of the setting and NPCs (and even some pre-set triggerable events) all established well enough that I can let the players do whatever makes sense to them and let the world sort of operate around them. The only time I've really weighed in rather than just reacting to them is to adjust certain NPC actions to keep the story's pace engaging and narratively satisfying.
After it wraps I'm planning to do a second playthrough with some IRL friends (where I'll be introducing them both to the game system and solarpunk as a genre) but I'm also looking forward to really digging into the campaign doc with some of the devs and doing some proper editing. General consensus so far is we should be ready to publish it in a few months through their usual channels (website, itch.io, and drivethruRPG), libre and gratis. They've already made some great suggestions so I'm looking forward to seeing what else they come up with!