First, I should point out that I provided some playtest feedback and some photographs for the game, but I did buy my own copy.
With that out of the way, I really like "Renegade Scout". The problem is that it's hard to say exactly why.
I mean, it's a solid set of rules that are comprehensive and easy to understand, so that's good. It has sort of an "old-school" feel, but cleaned up and engergized with some modern sensibilities, so it feels familiar and comfortable but not burdensome or outdated. And I can't think of anything that I would want from the game that it doesn't cover. Vehicles, robots, sneaking, campaigns, character advancement, helpful and inspiring random tables, "off map support", falling, interrogation, reinforcements, and just a ton more. Maybe I'm just uptight, but that thoroughness really feels good.
Oh! And the magic/psychic powers! They're fun and semi-random, with cool names and effects. What I like in particular is that some powers are persistent, like "Float the Wind" which lets the caster hover over terrain without penalty (and without having to actually "cast" the effect), and some powers are maybe a little more powerful or desireable than others (but not too much). What I like about that is that your caster can, over several campaign games, "collect" the spells that they want, and when you finally roll up "Mind Plague" (or whatever you're hoping for), it's an exciting event. Also, the table of critical failures for powers has the possibility of warping your caster and any other figures and terrain nearby into the void, never to be seen again. It's not likely, but man, that would be something to remember!
On a less bonkers note, I also like the "sheltering" rule. It basically lets your units "hide" as they move around the board, and makes terrain important for more than just a defense bonus. Basically, your sheltering units can't be shot at if they are sheltering, unless your opponent can pass a "spotting" roll, which is based on the distance between the units. It's all very elegant and tactical, and the extra die rolls, when necessary, add to the texture of the game and aren't a burden (IMO).
So, those are some great things, but that still doesn't really explain how much I like this game. I think, in the end, it's just that when I've played, I've really felt engaged and had fun. Hooray, fun!
If you're interested, here are a couple examples of my fun:
[5 of 5 Stars!]