The only real problem is just how poorly laid out of the new quests are. You’ll hit problems almost immediately; your companion may disappear after the ending (and if it was Star Paladin Cross, she glitches up; you need to fire her, then re-hire her to get her to properly follow you again). Worse, it’s often very confusing as to where you need to go to reach a quest’s location... and there are a few occasions where there can seem to be no solution to the challenges presented to you, if you didn’t build your character right. I admit it: I had to ask some fellow players for help on occasion, and when they provided the solution I didn’t say “Oh! Okay!”, I said “...What kind of sense does that even make!?” Combined with some confusing stage design, it’s easy to get sidetracked. The estimate of things taking five hours is accurate if you don’t get lost and confused; I did, and ended up needing about eight hours to finish Broken Steel’s quests as a result.
But I stuck with it, and I’m glad I did. Some of the final fights in the new quest line are very fun, and regardless of which conclusion you go with you’ll get a nice sense of closure. This is apparently the last of the Fallout 3 DLC packs, and it ends them on a mostly high note. What problems it does have are outweighed by it fixing some bad game design choices in the original game, adding some fun new weapons, and a couple of enjoyable fights. And with that in mind, I think it’s worth the $10 they’re asking for.
Post-review Assistance: While I had few technical problems with this DLC pack, others have had issues, so I’d like to offer what help I can. Most of these are general troubleshooting so I can’t guarantee they’ll work, but they should.