I'm really interested in other peoples' opinions.
The first mod of a campaign has never been a strong one-- I can think back to SRM01's opening adventure in the park. They generally serve to be a intro to the game (for new players) and the campaign setting. To juxtapose SRM01 (or was that SRM00?), SRM02, and SRM03-- SRM02 was by far the worst to GM for me. It was linear, lacked no options and dragged the players through the mod with some combat. No options, nothing really to change. SRM01 included a bunch of red herrings, several options, not much of a story, and an introduction to some fixer. SRM03-00 does its best to become part of the players actual story-- bridging SRM02 to SRM03's new setting.
It is a typical intro mod and met my expectations story wise: not fantastic, but get's the job done. In addition, the one of the things that SRM03-00 did well was scale appropriately. While it's difficult to scale from TR1 to TR6, this mod does a fair job at it. It hits the changes that a Denver player needs to know about, and actually has a combat option that is fun to run and play-- which is nice to see with so many mods from Denver offering little in the way of combat.
It lacks the puzzle of "Burning Bridges" and the plot/story of "JackKnifed", but it did give some rewarding chances to roll dice, and intro'd NYC. All that said, for a campaign intro mod it is probably the most exciting of the three I've played for a veteran player.