General Overview
Mythic Bastionland is the award winning game by Chris McDowall, using more or less the same system as Electric Bastionland and Into the Odd. This one is about knights, specifically mythic knights ala Arthurian Knights. This isn't earth, they aren't the Knights of the round table, but that is clearly the vibe that this goes for.
A hex crawl where a series of "myths" are plaguing/interacting with the locals and it is up the heroic knights to solve them/witness them on their quest to gain glory.
A Mechanic that works really well
You can totally make up your own knights, but there is a whole set up of prebuilt fantastic knights with their own rough personalities and special powers. In the last game of this I played I was a quasi-vampire maybe half-serpentfolk knight (I detected faint echoes of the lair of the white worm), the fanged knight. They regain spent ability usage through bringing down the mood. That was an instant hook for me to play the knight up as an emo vampire.
Other knights in the party had their own equally unique quirks and pre-suggested habits. It reminded me a bit of how you could use the virtues in pendragon as a checklist for how to play a knight if you just wanted to quickly get started with an idealistic young knight. This made it much quicker to get into the spirit of the game.
A detail that lifts above its weight
This is a hard one to say if its really "above its weight", but the 2d12 prompt tables do a really effective job at describing an implied setting and tone of the game by simply checking if whatever crazy ideas you have for putting together a kingdom (assuming you don't use the pretty straightforward guide to creating a realm and opt to make one whole cloth) by simply seeing if the events that would transpire in it would fit in alongside the results of the table.
Perhaps this is no longer the case with the younger generation, but I know a big problem with my generation whenever we'd try to play Pendragon is how easily it could slide into Monty Python territory. This is actually a pretty helpful spread of 2d12 results for having a more unified tone.
Constructive Feedback
The Oddpocrypha section at the end of the book is an excellent resource. Its a series of transcripts of table talk about what it should be like to play through various sections. Obviously I think that is a great idea, its the whole reason I put together play examples for NGR.
A thing I think might be helpful in this list that isn't included is an overview of the campaign itself. This could be written up as players at the end of a campaign doing a recap of what happened. Really useful would be two recaps, or maybe in the above example players comparing two different campaigns they were in and the different trajectories they took.