Good review Spriggin, I agree with basically all your points. Its pretty well-done over all and its got way more for true rogues than Complete Adventurer ever thought of having. Complete Adventurer seemed to have a whole lot for adding a bit of rogue to other classes, only a handful of stuff for true rogues (a couple feats like Staggering Strike and Tactile Trapsmith, and a few prestige classes although the only one that comes to mind is Spymaster, which was pretty weak anyway). This book is the opposite, lots of stuff for rogues, with some general advice on adding some rogue flavor to other classes and only a few PrCs and feats meant for purely multiclass rogues.
One thing I don't think you touched on was a return of the Complete Adventurer multiclassing feats that takes two classes and lets some of their class features stack. IE, Swift Hunter lets scout (a wilderness/rogue base class from Complete Adventurer) and ranger levels stack to determine favored enemy bonus and skirmish bonus, plus if you skirmish a favored enemy, you get the bonus skirmish damage even if they are normally immune to critical hits. There is another one for scout/rogue that lets all your rogue levels stack with scout to determine skirmish, one for monk/ninja (also from Complete Adventurer) to stack for ki pool and unarmed strike (and maybe some other stuff), a similar one for fighter/ninja, rogue/swashbuckler (base class from Complete Warrior), and maybe another one or two I'm forgetting.
One thing I noticed, you said that rogues could use Craft skill to make their own poison for 1/2 cost. I think the Craft skill (vs magic item crafting) really only costs you 1/3 the normal cost. There is also a rule that if the raw materials are readily avalible (like making purple worm poison after kiling a pair of purple worms or something like that), then it only costs 1/6 the price.