If you have played Dice Town and enjoy it, you really should get this expansion. It makes a very good game great.
The secondary prizes are nice all around, both because they give you a choice of actions and they minimize the times you get frozen out entirely.
On the other hand, the secondary rewards make it very hard to get to Dr. Badluck when you want him, so fortunately that is now an action you may chose at the general store. Even with just the base game it is hard to get to Badluck with lower numbers of players, so I think this was a needed fix.
The outlaws let you preset some of your roll, and add some nice strategy, and trying to capture them for rewards is just fun. I like the way they are all worth an odd amount of $ - this makes that odd dollar in your hand worth something in VP!
The gold cards give you a nice option when you limp into the gold mine with a single 9, and the alternate bank action helps keep a player from getting stuck with no money.
Overall, the expansion adds a lot of options and strategy and fits very nicely into the existing framework of the game. It is nice that these options where kept as a separate expansion, as I think the whole package would overwhelm many casual gamers.
This expansion does just what a good expansion should do: adds more variety and choices. I am especially impressed with the prophecies. They make it harder to do a certain action, and then reward (or punish) you based on how well you manage to do that action anyway.
The Quick Action tiles variant for two players tightens up the game nicely by putting more dummy workers on the board. Now blocking becomes more possible, and Start Player all the more valuable.
Some of the base game expansion elements are great, while one or two are just OK. Overall, they make the game much less scripted and I will always use the expansion unless teaching someone new!
The great ones: Gladriel: In the base game, killing off Gandalf at the first opportunity is practically a non-choice. With Gladriel, you have some more options.
New Witch King: I like having this alternate Witch King that you can bring into play to harass the Fellowship without activating everybody, I do wish there was some way to switch him over to the fighty Witch King later in the game, though. This would also follow the books' narrative nicely.
Ents: It is nice to have these as figures on the board, as it adds a lot of interest to the action around the Fangorn/Orthanic region.
Dunlendings: These give Sauron something to do rather than just bang on Rohan for a while then get creamed by the Ents.
The good ones: Siege Towers: Give a little more options around siege combat, and a place to spend musters that might otherwise be wasted.
OK: Smeagol: Not really sure what he adds to gameplay. It is nice for the fellowship to have that extra harmless tile in the bag (kinda balanced by the new Witch King). I think his main purpose is to mix up the Fellowship and prevent the FP player from following the same companion strategy every time. His guide ability is strong, and if the SP can't kill him, will likely save the FP a turn on their trek to Mt. Doom (but if the SP does kill him, get a nice reward - the card that lets them redo a tile draw).
Corsairs: Move too slowly to be of much use. I wish there was a card or two that would shoot them up the coast so that you could use them to dump a bunch of Southrons in the Shire. UPDATE: I have to upgrade my opinion of the Corsairs after my last game. I planted one in Umbar and one in Dol Amoroth, and they were very helpful in helping me quickly shuttle Southron reinforcements into Gondor. They are a bit of an investment to get into place, but once established they are nice to have. Still wish they moved faster or there was a card like Ciridain's ships that would teleport them along the coast.
The stand-alone battle games are decent. They are a nice, more tactical version of the WotR combat system. However, for that type of tactical game there are others I prefer. I would rate the battle games a 7 (could possibly go to 8 with more plays).