After reading the Swyvers sample, I had to bump For Coin & Blood 2e up and read it next. And I need to revise my comparison statement. BitD is still heist competence porn. Swyvers is gritty gutter life. 4C&B2e is grimdark underworld villainy. You are definitely the people that a normal campaign would be sent to deal with. Class choices are Assassin, Black Guard (evil cleric), Cutpurse, Diabolist, Knight (fallen noble), Machiavellian, Magus, Priest (read: cultist), Sellsword and Witch Hunter. The included disclaimer ends with: "This is not an excuse for you to be a shitty person in real life. Period. If you need us to clarify this for you, put this game away and get the fuck out of the store."
It seems that an in-progress version was sent to the printers. Most of the info is for a semi-Vancian magic system where you only have a chance of forgetting a spell when you use it, and that chance lessens as you level up. There is a nice, included errata booklet that completely strips that out for typical Vancian magic. But it also gives the missing info you need for the original semi-Vancian system. There are 2 short stories included. The one at the start is really good. I can't say the one at the end was bad, but I didn't like it - the POV character was too dumb to be believable. But both were so thematic - "this is the feel we are intending for these games." I would like to see more of that. You see it in the odd zine (Grim Harvest for Into the Wyrd & Wyld comes to mind), but not in main books.
Interesting rules: damage is based on the class, not the weapon. Skill tests are 4+ on a D6, but the dice (not the target) can be modified based on the PC's capabilities. But the target can modify, too? It's confusing.(figured it out). The investigation rules are "roll to see if the PCs figure it out" - I'd replace that with Justin Alexander's 3 Clue Rule. Some cool weapons and armour gaining powers based on heinous acts performed with them. Cult sacrifice rules. The camping, hex-crawling and mass battle rules seem out of place until you look at the Sellsword -> mercenary captain advancement. All three are really well done. Good rules for hirelings - similar to Swyvers with the "you need to pay and treat them well," but Swyver's was a bit better. Most of the classes have a career upgrade path (kill the head of the Assasins guild and take their place and similar) which give nice advantages, as long as you treat your underlings well. But, my personal favorite is the gang rules. Join a gang, and you're forced to give over 25% of your from-then gained XP over to gang-related training. Most of that training does offer more benefits, so you're not completely losing out on the character advancement. Once you are fully trained (about 10000 XP, total) further advancement is optional, costs 8500XP each, but gives some really good advantages. There are optional, body-part based, critical hit tables when you need visceral description of viscera flying around. And it ends with a quick overview of a pirate-created city and some rumours. I think you could take a lot of the ideas from here, mix in a lot of the mechanics from Swyvers and some of the stuff from Cess & Citadel and have a really good game about some absolutely awful people.