Tim's review at The Other Side pretty much duplicates my initial feelings about the game having, like him, purchased both the pdf and print copy.
I doubt this is a system I will ever run, but I'd certainly like to play it and Clare is quite keen to run a game for Pete, Nick and I as the idea of three 40-something males playing pre-teen witches kind of tickled our funny bones (although I'm not Nick is so keen!)
While the dice mechanics appear very straight forward and probably lend themselves to "averaging" (as in Hollow Earth Expedition and Unisystem) to reduce the amount of rolls the Gamesmaster needs to make during a game, my concerns would be - should I be running it - memorising all the possible spells that characters (both player-characters and non-player characters) could have access to at any one time.
This, of course, is more a reflection on my faulty memory and my advancing years, rather than the game.
For the target audience of Witch Girls Adventures, this sort of information retention would probably be no problem at all.
When my little gang of gaming buddies were that age, we could devour and quote volumes of games text (e.g. Champions character construction, Villains & Vigilantes random power tables, Dungeons & Dragons spell lists etc) that I wouldn't dream of tackling now.