I totally agree with Hans; M0 is a promising milieu and has room to grow. The published adventures, including LWH (Long Way Home), had great concepts but didn't seem to tie in with the milieu enough to make me keep them. I do remember the key concepts, and still think they can make great adventures.
LWH assumes you'll be stuck in the wild wreckage of the Rule of Man; endless groups of backwater reverted Ziru Sirka castaway worlds. Each has its own problems and challenges, each has twisted its legendary history a different way.
It resembles Leviathan and The New Era a bit, and also reminds me of the Odyssey.
The other adventure which ought to have rocked was Anililik Run, which struck me as being an excellent "scary wilderness" run. It concerned a silk-road-style trade route between the young Third Imperium/Sylean Federation and whatever civilized worlds were left in the Vland sector. Only the lucky or insane attempted to take that route.
The main difference I see in the two adventures was that, in LWH, the players were thrust into an overall sink-or-swim situation by fiat, whereas in AR the players themselves chose to rush headlong into peril and the unknown. I prefer the latter.