It did not reduce filler to a level I liked. There are aspects of the fluff/structure that are better than 5e, but I think that's a low bar to measure it against.
For example, it doesn't explain what a TTRPG actually is until the game concepts chapter on page 34 (Or, the 28th page after the table of contents). It might be OK to put setting info up front, but the introduction straight up recommends a new player read a short story and the setting info first. Is this going to be useful to someone who's never played a tabletop RPG before?
Compare this to 3e Shadowrun. It explains what a TTRPG is on page 8, (the 3rd page after table of contents). It directs returning players to the setting and game concepts sections.
This is just organization, though. There are other parts. For example:
What dice do I use?
Six-sided dice. Period. Sometimes one or two or three, sometimes a small handful, sometimes a large handful. Maybe twenty or more, when you get really good. Throughout the book, six-sided dice are abbreviated as D6, sometimes with a number in front telling you how many dice, so that “3D6” means three six-sided dice
The third and fourth sentences can be cut- we don't really need to go through all the possibilities for dice pool sizes. I'd also get rid of the second sentence, but that's more because I feel the tone is 3edgy5me, rather than being too long. Compare to 3e:
MAKING DICE ROLLS
Shadowrun uses a number of six-sided dice to resolve any challenge for a character. The gamemaster will not require a
test to find out if a character can open the door, but will probably ask the player to roll dice to see if his character can somersault through the glass sunroof, land on his feet, and smack the detonating switch out of the terrorist’s hands—all without splattering himself on the floor or setting off the bomb.
All the information in 5e's paragraph (Except abbreviation codes) are resolved in the first sentence. The next bit explains how things work for someone new to TTRPGs, and add to the paragraph. (FWIW, 3e never explains what "1D6" means to new players, so it's not the end-all be-all. It's just a convenient example)
I also don't like the structure of this section as a whole, I feel like almost every question & response could be cut down, or shifted into a single paragraph. Currently, it's about the same size as 3e's section, but 3e's rules are more complex and also contain guidance on when certain tests are used that will be helpful to someone new to TTRPGs.
There's other bits of structure I don't like, or that I prefer how older systems did it. Character creation goes over the different
classes archetypes in 6e, but doesn't explain what abilities and skills you should choose (Well, street samurai mentions "strength and agility," but that will not be sufficient). Character creation also holds the mechanics hostage behind a few pages of fluff and backstory development. I like fluff and backstory development, but I don't think this is the right place for it, from an organizational perspective.