I get that. But here are my thoughts.
1) These problem points should have been worked out before the beta.
2) Heavy-stress tests should have been done in-house, instead of an early access version that will be your fans' first exposure to your game.
3) The turnaround from the completion of the playtest to the final layout and print seemed too quick to make significant changes to the game.
4) If nothing else, feedback from the first major playtest should have been re-tested in a second playtest. (I guess I'm suggesting Alpha and Beta playtests like Pathfinder 1 had.)
Sure, and it definitely sounds like they could have handled things differently or with greater transparency. From what I gather from various statements, their thinking was that it's easier to stress-test with thousands of players rather than in-house and that it provided out-of-house feedback on some of these things.
I really hope they abandon the presentation where each class just little more than a soup of feats.
You can have flexibility and options and still paint a strong clear picture of what each class is supposed to be.
You will likely be disappointed about the former. It's important though, IMO, to think of the "soup of feats" more like a smorgasbord of class features, some every of X class will gain automatically but many they will choose. This is one thing, IME, that draws players to the 5E Warlock: it's a BYO-Class.
That said, I am somewhat puzzled by this position from you though since I vaguely recall you saying in the past that you had wanted something more akin to this, where there are a lot of flexible options for class builds, features, feats, etc. This probably would be in the direction of what a more complex 5E would potentially entail.
I would also argue that the whole point of their archetype/multiclass rules is so that players maintain a clear picture of what each class is supposed to be. These rules imply that you will be retaining your Rogue identity, for example, even if you use your class feats to obtain the Wizard archetype.
Based upon a number of PF2 previews that have emerged since the preview, I am cautiously optimistic, if not enthusiastic, about PF2. The PF2 playtest simplified a number of things from PF1, but it also seems that the PF2 Final will also simplify some of the more confusing things from the playtest. But more importantly, it seems like I have heard a lot of praise about how fun PF2 is to play and how easy PF2 is to run, even from people used to 5E.
It actually seems to have taken some serious criticisms of 5e (yes, those exist), such as monster design, into account. And there have been a bunch of other small things that have further piqued my interest: "There's a halfling heritage feat that gives you low-light vision?!
"
Will it be perfect? F*CK NO! But I also don't want to spend my days being bitter about how game companies have not read my mind and created the perfect game for me. This already looks fun and I would most definitely try it with an open mind.