Stuff I look for in a tech reviews: (And generally I reckon would be a good guide)
Realism: Straight brake and transport sections, chain driven existing in one plane only. No track and train interference issues in operation (i.e. could the train actually get round in real life without bashing off of the track or cars bashing each other). Tunnel tests
Operational: How the trains operate, if there's any holding issues etc. If it's a dive coaster for example, are there enough block brakes and enough cars for the track. Are the running blocks equally time spaced etc. Does it pass the E-stop test.
Overall planning: Has the designer had to include an overly elaborate transport section from the end of the brake run to the station because they didn't plan properly.
Supports: Could the supports support the track without a coaster running in general weather conditions (i.e. do high sections have some sort of lateral bracing). Are higher G turns laterally braced towards the inside or outside of the turn (hint: if they are more than about 5-10 m off the ground, they should be braced on the inside of the turn because the buckling stress is usually lower than the general plastic deformation deformation stress)
Track Forces - Limits:
Do the track forces stay within acceptable limits. No forces should be red, yellows are ok provided they are reasonably controlled and don't dominate the ride. Steel should be more controlled than wood, and should preferably have zero lateral acceleration in a banked turn unless deliberate.
Track Shaping.
This is a bit more subjective. Smoothness is more objective, and should be aimed for, although woods can be more loose with that. Good smoothness should have a graduated build up of force to a limit then reduce in one motion. It shouldn't peak, dip then peak again (i.e. pumping) Granted, that's a guide, and certain elements can have differently applied forces. E.g. a wing over could have a set force for the entry and overhead, but build to a higher g for the exit. Bottom line, force has to be appropriate for the shape of the element. Unlike some, I barely care about getting a B&M loop perfect to the Nth degree, that's more of an originality/accuracy thing for me.
Scenery - A bit more subjective, and not as important, but it's more how the track interacts with the scenery. O/C clearance issues are important, but it's more of an economics thing. I.e. does high track stay close to high ground etc. If there's no high ground, I ignore it, but it's something that would be considered for cost saving.
Bottom line is, in Tech, I'm looking for if this ride could be built in real life. I consider good tech and good adrenaline far more important than the originality and accuracy. Also, not all of the above things are applied in the same way. Stuff that I expect a coaster to have are negative stuff, and no matter what the rest of the coaster is like, it could be the smoothest coaster ever, but if it's lethal and has stupid blocking and so on, it's not gonna get a high mark. Stuff like smoothness, and supports are what would get the higher marks, but only after getting the basics right.
damn, gonna have to do work now.... gash.