The criticisms I'd give for it are:
1. One class is a pure, straight up, healbot with no redeeming qualities or variety at all except for a kinda nifty flavor, way moreso than, say, a pacifist cleric in 4e is. There's no rule that states OSR can't have pure healbots with no variety, but this is pretty much the exact opposite direction we want RPGs to go into. There is one ability that bucks the trend for this class, a proactive anti spell defense.
2. Another class has utterly hazy 'mother may I' mechanics "adds +1 for each act of devotion, sacrifice, or work you've done for the clergy or the God itself" "this works against cowards and weaklings, or people overly fixated on the rules." In the former case, you have to assert yourself constantly and hope the GM agrees with you whether xyz act counts as "devotion" or "work," and in the latter case, you barely have an ability to tell if your power will work.
3. Items. There's no rule that says OSR games can't require you to nitpickily keep track of tons of durability levels. But Dear God, I already feel bored just imagining keeping track of my moccasins, gloves, "for sheepfucking" shin guards, etc.
4. Can't rate the debaser magic system, as it wasn't included, though the substandard nature of the cultist and militant don't leave me optimistic.
5. Random access to races instead of classes... okay, whatever.
6. Saving throws. Wow, these are total garbage -- I'm not sure why "OSR" developers try to MASSIVELY inflate the importance of stats, when this is one of the pitfalls of WotC editions. Roll 3d6+1, that's your saving throw number seemingly for perpetuity! No apparent improvement with levels, or by taking the 'healbot' class.
I don't really see what he was going for her, other than special snowflake status -- seems drastically less playable and fun than, say, OD&D.