Chapter I details the worlds of: Ilum, Naboo, Dagobah, Weik, Lothal, Bardotta, Auratera, Aleen, Devaron, Iktotch, Empress Teta, Ossus. This chapter comprises over a third of the entire book, and includes not only stats on the planets and points of interest, but creatures, notable persons, and various rival and nemesis NPC templates.
Chapter II covers vergences. Amongst those detailed are the Coruscant Jedi temple, the Jedi temple on Ilum, the Dagobah tree cave, the Jedi temple on Lothal, and several others. There are also rules for creating your own vergence locations.
Chapter III covers new player options...
New species: Aleena, Devaronian, and Gungans.
New weapons (mostly Gungan, including their energy shields and balls).
A page and a half (yes, that's all) of new gear: 3 drugs, 6 "tools", and 2 droids.
Seven and a half pages of new relics and talismans. No new rules on this subject.
And a page of new location-specific motivations.
Chapter IV (the remainder of the book, the final 30 pages) has modular encounters.
My take? If you have use for any of the specific planets mentioned, one of the species, or need to know about vergences and/or plan to use one of the listed ones, then this book is useful. Other than the stuff about vergences, and species/NPC stat data, almost half of the book is useless for any GM with enough imagination and knowledge to create their own adventures, and the other half can be gotten from Wiki. So you're basically looking at about 30-32 pages (out of 142, less than a quarter of the material) of stuff that cannot be gotten from someplace else and is actually useful IMO.
Other than location-specific "fluff", there is nothing on Force rituals or Dark side sorcery.