Well gee, Gemm, I'm sorry that my description of the setting doesn't match the one you made up using a different book. I'll be more careful next time
My point was not that Urban Arcana was bad--I actually find it the most compelling RPG book I've read in a while--but that the setting itself, as presented, is fiendishly poor. The fact that they had a different setting altogether in the Urban Arcana section of the core book only cements my point, at least in my mind. If the one in the core book is better (and that does sound a lot better as you describe it), then hooray. As I mentioned in my review, it should be very easy to change the setting and use their rules and classes and spells and such.
I don't think that d20 Modern is in direct genre competition with Rifts quite yet, but I definitely think that the game is designed to get WotC a bigger piece of the non-fantasy pie. If you want a big label sci-fi game right now, and you don't want to play Star Wars, Rifts is you're only real choice, and I'm sure that bothers WotC. That's one of the reasons I'm surprised they went with Urban Arcana as their first campaign setting, rather than something a little more techy.
I should point out that the Rifts comparisons I made are probably more subtle than I made them out to be--Urban Arcana is not a world at war, it is not sci-fi, and it lacks the "everything and the kitchen sink" kind of genre defiance that forms the foundation for Rifts. The only similarity is the one I stated: random dimensional portals pop open and deposit fantasy creatures in our world. My point in mentioning it was that it's a very thin, very old idea, and that other games do it better.
One thing I really like is the way Gemm is crossing back and forth between worlds. The Urban Arcana book won't let you do that, but I think it's a great idea--especially if the two worlds are parallel universes or something, and your actions in one can affect the other. Hm...I need to think about this more deeply.
Anyway, sorry about the enormous post. I'm verbose.