Well, I picked up my book today, and between it and lurking over on Druchii.net, I can say this for certain: its everything that the Lizardmen book wasn't.
Multiple viable Core options encouraging different builds. A Special section that isn't overbloated because stuff has been shifted to Core. New units that are both interesting, viable on the table, and which have clear strengths and weaknesses. Speaking of which, its an army which itself has clear strengths and weaknesses (looking at you, Warriors), and army wide special rules that are consistent between books (all elves get ASF) and which make sense (If Vetock wrote Dark Elves, Murderss Prowess would mean that units may not swift reform unless within 6" of Khanite, or something equally nonsensical). Big stompy dinosaurs that might actually do something in combat before they fall over and die.
And you know what's especially refreshing? Its an army that won't rely on Flying Monsters, unkillable characters, or Monstrous Cavalry to win games. Remember when Warhammer used to be about that?
If there's any wet towels in the book, its either the Medusa on foot or the Fleetmaster. And yet, the Fleetmaster might have some potential in certain books and can still double as a general instead of a Dreadlord; in other words, taking one doesn't immediately put you 200 points down (see where I'm going with this?). And for all her faults, the Medusa on foot is a mere 90 points: so taking her won't cost you a significant chunk of your list.
Say what you like about Ward; I thought he did a solid job on High Elves (BOTWD and Frophenix breeding sprees aside), and I think that Dark Elves is his best to date. I'm actually excited to see what he's going to do with the Wood Elf book.