For those who have bought and played with the pack. Scale 1-10 relative to the rest of the DLC: World Aesthetic Uniqueness World Replayability World Size Build Buy Aesthetic Uni...
My opinions are my own, and based solely on comparison to Sims 4. Older versions of the Sims have minimal influence on my opinion. Also you're not getting just a number, but an explanation. Because my "4" may not be the same as someone else's "4", and what makes something Unique or Replayable in my eyes may not do the same in someone else's. Not everyone plays the game the same way.
I got verbose, so I split it into sections and used Spoiler tags.
World Aesthetic Uniqueness - 6 It fitis in nicely with Granite Falls, Glimmerbrook, and to a certain extent Evergreen Harbor, but the only really new stuff are the Logging elements. I personally love the Aesthetics of the world, and even "borrowed" it for a quick setting for my regular TTRPG game last week. But loving the world doesn't make it particularly unique, and you asked about how unique it was aesthetically.
World Replayability - 7 How much do I expect to come back here? Reasonably often. The world has more to offer than Forgotten Hollow, and I like the "vibe" of it better too. That and I'm a sucker for cool things to literally dig up, and I don't think I'll be able to explore the world fully in one "play through" (though I never "play through" any Sims Pack.)
World sizeLots -5, non lot usable world - 8 There are only five lots, Three of which come with nice, cool builds that I have little reason to remove or modify. I mean, I may make a tweak here, an adjustment there, but I don't plan on bulldozing them and rebuilding from scratch. However, the rest of the world is huge, large amounts are accessible, and while there may be less of interest to non-werewolves than werewolves, there's stuff to do all over the place too, including the swimmable lake.
Build Buy Aesthetic Uniqueness - 9 Prior to this pack, there wasn't nearly enough broken down, reclaimed stuff in the pack. Yes, there was some in Eco Lifestyle, but that all had a certain... polished look to it. The elements were clearly reused and repurposed, but they'd also been cleaned up, painted, and worked to look like new things. This is more clearly reclaimed and repurposed, and without the "polish"
Build Buy Usefulness and Reusability - 7 This is going to vary a lot depending on how people play. I think it's great for Rags to Riches, or similar "teen gang hangout" or "flophouse" type builds. The lack of polish on most elements makes it great for portraying an actually broke, barely scraping by house, or else somewhere that people have just grabbed old junk from the curb to use in their house. Yes, it does need to be combined with some elements from other packs to furnish a "complete" house, but I see myself using this stuff a fair bit.
Build Buy Quantity of Content - 8 I may not be the best at assessing this. I think everything looks great, but I also don't crawl all over every mesh and texture map looking for places they could have made it better/more realistic. I haven't seen anything that looks specifically bad to my eyes, but I also don't pay much attention either.
CAS Aesthetic Uniqueness - 9 Like with B/B, we didn't have much like this in the pack previously. I know, some people will point out the cozy cottage aestheitc of some of the clothes and say "we have that" but we don't have much with actual patches, or repaired stitching, and we certainly don't have much with the 90's punk/grunge feel. That portion of the catalog is completely new.
And that's not even touching on the Create a Werewolf stuff.
CAS Usefulness and Reusability - 6 Okay, I love how it looks. I do. And for the early part of a Rags to Riches game, it will be fantastic. But I'm not likely to use it much once my sims get "established" Some elements I will, like the T-shirt dress, the kids and especially toddler's stuff, and a few of the cottage items will be used if they're right for my sims. But most of the stuff that makes this pack's CAS catalog really unique I'll barely touch outside of those first few weeks of Rags to Riches or unless I'm actively playing Werewolves.
CAS Quantity of Content - 7 Again, this isn't something I usually fuss about if things aren't actively bad. And nothing in this pack is, imo, actively bad. Are there a few things that are flat that it would be nice to have some better detail on? Sure. But the textures themselves are all good quality.
Gameplay is the least "objective" of the sections here. Because how I play the game is not neccisarily how others play the game. I'm an Occult Family Storyteller. I don't sit down and try to "Finish" or "Play through" a pack when it comes out like it's a mission pack for a FPS or CRPG. I weave it into my stories, so I may not experience everything "at once"
Gameplay System Uniqueness - 8 The werewolf aspects have some similarities to Vampires, Spellcasters, and Fame. At least in terms of having perk charts/trees. Dormant abilities are a cool new aspect that you have to unlock through gameplay. And the actual Being a Werewolf itself includes some unique need management that can't simply be solved by hitting a button and letting the game do it's thing. Werewolves can do things that other occults can't, and that aren't cheat based. The other major "Gameplay" element, to me, is how the lore is woven into the world. This isn't just sit down and read a book. This isn't even merely catalog text on objects. There are people to interview, there are books to read and re-read, there's items that actually need to be translated, there's tunnels to explore (even if they are just a rabbit hole with pop-ups). None of the other packs have the lore so spread out through the world that I felt I needed a notebook to keep track of it all. I love it.
Gameplay System Replayability - 9 Am I going to play a werewolf again? Yes. Am I going to explore Moonwood Mill over and over again? You bet. Because I can't explore it all in one go. Not the way I play, at any rate. I probably won't switch to Werewolves over Spellcasters, but I do foresee a lot of Werewolf/Spellcaster duos (Friends, partners, siblings) in my simming future.
Gameplay System Depth - ?? I didn't rate this one because I think it's really subjective, imo. Based on how people play, what their expectations are, and differing personal definitions of "Depth" That and the pack is limited by limitations of the base game. Is there a lot to do and explore with this pack? Yes. Are werewolves unique and different? mostly. Do I have to use my imagination to "make up" for things... no more than any other time I play the Sims.