I mean that Paizo are notably not even vaguely making the effort to make Pathfinder even as broad a tent as 3.5 was.
To illustrate, we can use Ultimate Combat as an example. Pathfinder is a game about super-powered wizards and their mundane warrior sidekicks with magic items I'm afraid. Ultimate Combat (as opposed to Ultimate Magic) is where the mundanes were meant to shine. Which meant that there were three approaches that could be taken. There were three possible paths here. The ordinary would have been to look to Complete Warrior for inspiration and have big feats with multiple useful effects to spice up combat like
Shock Trooper and the other tactical feats. The daring would have been to look to the Book of Nine Swords (and in particular Iron Heart) for inspiration, to borrow a few pages out of 4e, and to give the non-mages big if realistic things to do. The doubling down on Pathfinder thing to do would be to avoid the Book of Weaboo Fitan Magic like the plague, go with
relatively uninspired feats and a lot more support for spellcasters who get into combat.
It should surprise no one that
Ultimate Combat has around half as many spells as
Ultimate Magic. Even the book that's meant to be about combat is significantly devoted to the already existing and very well supported spellcasters.
This is what I mean about other styles. I could say the same about Pathfinder's Mythic Adventures and what it notably doesn't do. Whenever Pathfinder has had the opportunity to either broaden or double down on what it already does, neglecting those it doesn't cover it has doubled down. 4e on the other hand did broaden - we got the simple fighters who just hit things thank goodness. The Thief is an absolute gem of a class that would be more at home in AD&D than any version of D&D since.
I'm pretty sure it wasn't deliberate.
And Wizards were selling minatures and dungeon tiles aimed at both groups. Paizo have done well with both I agree.
Agreed