I played a test run of my FATE 3.0 old school Traveller adventure tonight. I went perfectly. The system ran very smoothly, although I had set the lethality very low (this will be adjusted for the ConFusion version next week).
The lack of stunts made the characters easier to get a handle on for the players, and we went crazy with compels for some awesome moments in play (including an intra-party gunfight at a very bad moment). In fact, the bulk of the game was spent in combat, but it never got to be boring. The use of compels and aspects kept things fresh all the time - one fight had three separate compels cause three characters to flee, leaving their comrade to the six bad guys left in there.
I was pleased to find that I had written more scene ideas than I required, and that all the enemies from characters' pasts could be fit into the time given.
Overall, my respect for the FATE 3.0 system (and, of course, its authors) has been increased... it really works very well indeed, especially for people too busy (or lazy) to do exhaustive preparation (which definitely includes me).