I got a chance to play a bunch of games on James Bond - I was hoping to get one, but I'm not so sure after flipping it.
I have a more detailed review here: http://pinballhelp.com/first-impressions-james-bond-pinball-do-we-have-some-problems-with-this-layout/
In a nutshell, it gave me Avatar/Ghostbuster vibes in terms of playfield layout. There are some problems I'm concerned cannot be addressed merely with code. Especially the pop bumper exit which feeds the left outlane/slings... it creates a common situation where the ball can drain without getting a flipper on it, and the lower kicker amplifies this problem by sending the ball back up to the pops.
The center lock shot is much harder than it looks and easily bricks and is unnecessarily frustrating.
Same thing with the left ramp shot. And that looks like something that is important to multiple game modes - very difficult shot.
My initial impression is, this is not a game for casual players. It may be better suited for technical/tactical players. I am not convinced you can bat the ball around willy-nilly and get anywhere, and even trying to "shoot the blinky things" might be difficult with so many tight shots and key shots that are far right or left.
After playing Godzilla, I'm reminded you can have short ball times and not piss off the player. With both Rush and Godzilla, when I lose the ball, I'm disappointed -- usually in myself. But with James Bond (not unlike GB and STTNG) often when I lose the ball, I'm cursing at the game because I didn't think I got a fair chance. That's how playing Bond feels. Lots of critical shots that are very difficult and a playfield layout that is un-merciful if you make a mistake.
BUT, in fairness, I kind of felt the same way about Deadpool and that game turned out superlative, so I'm anxious to see what happens with the code. Right now, whatever version was at the Houston Arcade Expo, is far from ready for prime time.