If you try Full Thrust, I'd recommend playing just the main rules only, although is is simpler, and doesn't accommodate the other species.  The other books add so many updates and optional rules that you have to go to a lot of effort to work out which are the most upto-date and what you and your opponents want to use.  The worst example is the fighter rules with 3 separate and detailed updates which are optional.  To avoid confusion I had to write a summary of all the rules we were using (I mean
ALL the rules).  As an additional consequence I don't even want to look at the ÂÂ

 rules

 The updated rules are better (apart from the 6-arcs) and more varied though.
You also need to be very restrained if you custom build ships as some systems are clearly better then others (for instance their is a optimal amount of armour to use- more or less is always a waste).  Also an slightly awkward points adjustment is recommended online as otherwise ships are overpowered the larger they get.
Advantages are
--an elegant and simple system (despite the options)
--small number of ships used (preferable to play with about 6), means you can consider a map campaign with each ship is accounted for rather then just moving point values around.
--good background, with a  human
--3rd edition could be great
--author really considered options and suggestions for campaign play (mentioning ship speed, rules for FTL movement to arrive and leave the battle... etc)
-- ships- lots available, including transports for campaign use, fairly cheap
--planned movement is fun and really makes you think about your movement.  Particularly amusing as you can't premeasure, turning is limited and velocity is maintained from previous turns.  Asteroid collisions are particularly embarrassing.
Other disadvantages
-- 3rd ed might never happen (don't wait for it)
-- GZG ships- I don't like the way you can see the regular shapes used to make them, but some are better then others, and some genuinely nice.  Although cheap they tend to be a bit thin.
-- large ship battles are a headache- trying to remember what damage your opponents ships have taken, looking-up yours, and all those movement notes.
-- planned movement seems like the only real tactics of note.  Maybe that's just me, as I'm put off by the genre with so little scenery to interact with.
I'd advise you look-up Red Chicken Rising.  Don't know if it's a good game (although it looks decent), but the rules and background are fun to read if nothing else.
B5(ACTA)- I don't know it but you can get lots of counters (supposedly for all the ships) to try the game, and probably good to try other rules with.