Sure! Will I ever play it? Unlikely, but I'm definitely down for seeing it. It's got its own brand of weirdness I can respect.
Yeah, I'd buy it just to see the art and read the ideas, even if I couldn't find anyone else into it. On the other hand, I could definitely see easing players in a high-level "vanilla" D&D campaign onto a SpellJammer. I think that might've been what sold TSR on the concept in the first place - it's the sort of thing you can drop into an existing "vanilla" D&D setting and hook players of high-level characters into the next bold step for mankind.
Edit: re: it's own brand of weirdness, yes, the concept of SJ is instantly compelling. I've long had a concept for a D&D-like setting with magic instead of tech, but with the tech looking like magic. So much like magic, that even
players might not know it was tech, unless they read the DM books or had otherwise been spoiled. The idea being, the setting is a Dying Sun type milieu that had undergone so many cataclysms for so long that in the present era, the uber-high-tech left over all works like magic, right down to the aesthetics. Lots of nanotech and the like to hand-wave away what looks like tech to modern eyes, that sort of thing. Shiny rods of healing, AI "oracles" that communicate via holograms ("ghosts"), True20-style psionics instead of magic, replace all the monsters (ape-men instead of orcs, re-fluffed elves, bla bla bla), etc. Not sure why it would be any more fun for players than a vanilla D&D setting, unless campaigns centered around pulling back Oz' curtain, though.