I created a regiment-sized Star League formation recently, complete with a full complement of support vehicles and the like, using the Force Creation rules from CamOps.
It took forever given the scale I'm working with (the ammo costs especially), but if you're into the numbers and crunch, I recommend it. You really get a sense of how many people it takes to run a 'Mech outfit, and the overhead costs of vehicles vs 'Mechs and aero units.
Combined with the Force Operations rules, it was interesting to have to make room for spare parts, ammo, and food/consumables for my 2221 Men and Women based on not only the number of mouths to feed but transit and deployment time. The Cargo Bays in my dropships filled up pretty quick . . .
It's nice to have a system for abstracting spare parts into a fractional weight though, instead of spending forever thinking of "hmm, i better bring 4 3-ton gyros, two light 'Mech leg actuators, one BLR engine . . ." etc
The Solar System Generation chapter is awesome. Currently building a world for another player I'm GMing for. Lets you construct detailed planetary maps just like in the turning points PDFs. It expands on the planet generation from the Time of War Companion and takes the time to explain which things are based in scientific understanding and which things are hand-waived for simplicity.
All in all it feels like CamOps pulls all of the previous advanced rules together . . . and provides a macro system that allows the niche 'strategic-level quirks' of units to finally shine. (Ease of Maintenance, Supply Vehicles, Fuel/Ammo dependency, etc) . . . while still playing at the detailed Total Warfare level of rules. I need more experience with the system still, but very glad I've dug into it so far.