Nilbog
Snotling Herder
I think it is clear our DM styles and player groups are too different. Not really much we can do for each other. Based on that (and other things) I am guessing my group really wouldn't like PF2e, but I still hope to give a try.
I wouldn't give up on PF2, I enjoy 5e a lot but after playing it since its release our group was getting to the point where characters were starting to feel the same, and as @Celtavian mentioned were falling back onto the accepted powebuilds.
So when it was my turn to DM I decided to look for something different, and it was looking likely I was going to give the AGE system a go, when pf2 popped up, now at first I was sceptical as the only edition I point blankly refuse to run is 3e or any of its derivatives (I loved it to start with, but by the end it had nearly driven me insane) and I know pf is an expanded 3.5e.
However reading reviews and preview articles I decided to give it a go (a bit of a boredom impulse buy as much as anything) and I'm really glad I did.
So you ask for in play reviews, and I'll try to encapsulate why I like it. At first read it comes across a bit complicated, however as we worked our way through chargen things started to flow, I think my group had kept their character concepts deliberately simple as it was a new system, but as they progressed they branched out a little and were pleasently surprised that they could get very close to their concepts at 1st level (in 5e we'd long since stopped starting at first because they couldn't get close enough to the concept they wanted) so off to a good start.
The first play session was a bit stop/start as we were stuck in the 5e mindset and the differences in PF2 were often subtle enough to be overlooked at times, we slowly picked up the rules and haven't looked back since.
As a DM I enjoy the monsters more as they have to me more mechanical options than their 5e counterparts and the building encounters is more accurate in PF2 than it was in 5e and hard encounters genuinely are hard.
As a group we find the three action economy lends itself better to translating narrative action into mechanical result. The tactical options fit our group well sitting somewhere between 4e and 5e in terms of complexity.
The players by and large are very happy with their classes.
There are a few things that I think could be improved upon.
Clarity of rules, sometimes it's not easy to find find the ruling you want it's in there, but is often a case of having to follow a breadcrumb trail to find it
The lack of surprise round takes some getting used to and I'm not sure we've fully got our heads around it.
A few too many conditions, I feel they could have consolidated a few of them
And of the classes played so far, as mentioned above, the wizard is a little underwhelming