Some observations, in the order they occur to me, which is mostly the order in which the relevant sections are presented in the book.
A lot of people picked the Electro-Blaster, and wanted to stun threats to keep them from doing stuff. I wouldn't let them, because it seemed wrong that a 6-hit threat "That ape's gonna smash the elevator controls!" can be dealt with by saying "I stun him so he doesn't smash the elevator controls" and a single hit. On the other hand it seemed off to only let them capture opponents alive with an Electro-Blaster, so mostly the Electro-Blaster ended up doing nothing, and the other guns ended up being overlooked. I also didn't like that there's three types of guns to shoot with Commando, but you don't get different types of melee weapons to use with Warrior, or different types of science to know with Professor. I'd probably just fold all guns into other equipment and have it provide bonus dice as appropriate.
The game is great for a DM with limited time to prepare. The entirety of my prepared material was: the Venusian ambassadress is visiting Rocket City. The delegation meeting her included Professor Bradbury, the famous archeologist. The meeting will be interrupted by an attack of the hideous Martian white apes who will try to kidnap the ambassadress, because she is actually an archeologist/secret agent investigating the ruins of a love-o-tron machine from a time when Venus had an outpost on Mars, and someone wants to rebuild it and use if for nefarious purposes.
This was severe overpreparation. What I ended up using was: the Venusian ambassadress is visiting Rocket City, and white apes try to kidnap her. Everything else was supplied by the players.
The Previously, on Danger Patrol... section was similar. The players dropped a bunch of crazy ideas, but we only used a single one: the Alien Explorer is analyzing a rock and he exclaims "That's not a rock, that's a hive of miniature Palindromic Cultists!" and a bunch of miniature cultists swarm out of the rock and start tossing lines at him to pull him down. Cut! Everyone was so :what: that the Cultists were in.
More weak threats is more interesting than fewer big threats, which was kind of disappointing, since one of the things I like about abstract games like this is that "5 white apes" is handled using the same mechanism as 5 x "white ape", only there's 10 times less things to keep track of. But it turns out 5 x "white ape" makes for a more exciting fight.
The players stuck very closely to 2 danger dice. Not sure why, perhaps "take 1-3 danger dice!" makes 2 always seem like a moderate middle ground?
The Danger 1 threat move (the next player to fight the threat takes an additional danger die) seems like a non-event: since the players pick the number of their danger die, they just pick one less before taking the "mandatory" one, effectively ignoring it. It should probably be something else: "automatic danger +1" or "needs 5 to hit" or "1s count for double danger"...?
Completely forgot about Resistance, Staged Threats, Vehicle Hits, even though there were situations where they might have spiced things up. Oh well, time enough for advanced rules.
An actual play report probably to follow once we're able to collate all the outlandish stuff that came up.