I do have the game split up that way and all together as one file. I don't know if there's any advantage to it that way these days. I originally did that because 10 meg was a big file to download in the days of 56k modems. Now the tightest compression I can get it to is 40 megs and it's not a problem. Kumakami, do you have a functional reason for splitting up the book?
One thing I'm trying to do with Spellwoven is have a quick-start game that occupies only a single page. The one page 'Adventure' game that's here in the 1km1kt archives is a nice example of how this can be done.
Another reason I like this approach is that it forces simplicity into the rules for the large game *and* it helps me keep track of the rules. I can quickly read over the 1 page rules if I've forgotten how contests of skill are handled or how falling damage is dealt with etc.
Quick starts are a great way to not only introduce your game but advertise it too.
For Victoriana we offer a preview that has a short story, basic rules 6 characters and an adventure as a free download. Any game should be able to reduce its basic system to ten pages or so, and if they want the fire, falling, chases etc rules they can always buy the book. Without character creation and all the setting they also need the book too.
But a giveaway that works as a fully playable game and a potentially useful player primer is very useful to any gamer, and as a free download makes your company look very magnanimous.