I supplied one set of eyes doing a once-over on the final GM adventure (which is in three parts). In my post, I was looking for feedback on how people handled the heat resistant potions (which have changed since the preview). My priority was looking for ambiguities with regards to the rules. (Yes, I still drink the Flavor-Aid regarding the T&T ethos, but as a solo writer, my sect demands that adjudication be strictly optional.)
This meant whenever there were words such as "resistance" or "surprise" or "parry" without some form quantification, I raised red flags. Accessibility and ease of use to new GMs may be a critical component of DT&T becoming a rebirth and not a swan song.
Mosker/M'oskqorrg/Oh hell, it's all about me, Dave Moskowitz
When its stuff I am going to refer to I get it printed and cell bound. I did that for 7e so my players had a reference copy, and I did it for my One Ring rules when we had a long time to wait for the printed version.
The core rules of T&T (spells apart) really can come down to a few pages, especially if you have characters generated.