From a certain perspective, the action economy shafts spellcasters, as the great majority of spells require two of your three actions to cast. Then again, anybody involved in melee had more often than not better use their third action to raise a shield, or disengage (or both, for two of your three actions!). Either way, the three-action economy wound up feeling more restrictive to me rather than freeing.
More broadly, the bulk of the complicated rules are, as usual, about round-by-round melee combat, although use of skills is also pretty regimented (or, "precisely defined," if you're inclined to like that approach). At least interesting things can happen on failures, rather than mere whiffs. Group tactics are crucial in the combat rules, as are things like knowledge checks. If your group isn't working as a team, you are likely to have a very tough time. And the group I played with...wasn't so good at that. (The other two spellcasters barely knew what their own spells were or what they did. Not knowing the basics of your charcter is not unique to Pathfinder 2, of course, but this is not a system for more casual gamers.)
A lot of the classes look really interesting. They've got cool themes and cool-sounding abilities. The way classes are baseline very minimally defined, and customized through feats (lots and lots of feats) appeals to me more than the package deal classes & subclasses of D&D 5e. In theory there are several classes l I'd love to play (that Thaumaturge!). Thinking about how they'd actually play mechanically, though, I can't say I want do do that.
Those are the highlights of what I like & dislike about Pathfinder 2e.
(Edit: Fixed a typo.)