I thought the same thing. I'm kind of new to doing reviews, so you should probably critic them if you want better ones in the future. But I think I said what I thought about the book more or less. Its like a DnD book about Cthulhuoid campaigns and is kinda weak on the player side vs DM side. It goes into six abberations in great detail, the rest are given some general info in the first few pages (except the Chuul that get a sidebar about their origins... or was that in Stormwrack? I forget now). And the new ones just have general monster entries. So if you want some more info on mind flayers for a game you are DMing, then it will have stuff. If you want to beat the hell out of mind flayers as a PC, there's a bit, but not all that much. And then it has the clocks... 4 out of 6 (although I think anything above 5 is in theory reserved for truly great stuff), I thought it was alright, nothing totally out there. I think it also didn't really break any new ground by just playing it as DnD + Cthulhu.
Plus saying more than I did by myself would mean regurgitating big chunks of the book, and probably of the stuff that people are buying the book for (ie origins and society of Cthulhu, which takes everything you find in the MM and XPH, like how they are from some destroyed world-spanning empire, and adds some bizzaro twist). I didn't really care for that the background of the aboliths would limit the world history to something like 5-10 thousand years old (the world before that time having been some bizzaro world where aboliths were the norm and humanoids of any kind did not exist... um, just doesn't work IMO).