I liked the rules a lot. Except I think they should have split MP into a Movement stat and an Actions stat. As it stands now something fast can choose to be super shooty instead with no trade off. I also think the lack of an Initiative stat is very problematic. They tended to use CC as Initiative, but that was dumb. It meant that great hand to hand fighters were also super agile at dodging speeding vehicles racing at them and so forth.
I really like the idea that you could create your own armies from a universal system. The one in the back of the book was just a teaser. They were working a full sourcebook for custom forces before things blew up for FASA. If that had ever been published then maybe this message board might be dedicated to Vor and Necromunda instead of 40K and Necromunda.
I wasn't impressed with the background for Vor. It was clever and original, but over all I think it sucked pretty bad. It was too limiting. Only two human factions?!? No intergalactic travel?? No human empire (in decline or in ascension)? Even if Vor had taken off, I wouldn't have played with any of their pre-made armies or force books. The whole "codex driven" game setting has been done to death by 40K and all its imitators.
Don't get me wrong, I think that the hobby could always use another set of good rules. And Vor was certainly a great set of rules. But I think the real potential of the game lay in the build your own custom forces angle and not in yet another lack luster setting invented by a game company to sell miniatures.
The game designers themselves know these values are not realistic and they do not intend them to replace or invalidate the fluff. So let's get on with our lives and not fixate over the cosmic ramifications of game mechanics which we already know are streamlined for larger forces at the expense of detail.