My hope is that PF2 will do a lot of what 5e seems to be doing - bring new gamers to the hobby, rather than just shifting existing gamers to the current system.
As the only TTRPG with significant mainstream name recognition, bringing new gamers to the hobby has almost always been D&D's sole responsibility (for a bit, in the 90s, as the initial CCG fad cut into D&Ds traditional demographic, Vampire LARPs were arguably bringing in more new RPGers, however indirectly). And outside the fad years it's never been great at either attracting or retaining them, mainly because it faces the same dilemma any nerd-hobby does when trying to mainstream: the basic product is inaccessible if not outright repugnant to mainstream tastes, but any changes that might make it more palatable can outrage the existing nerdy fans, creating toxic buzz that repels the mainstream before they can even be repelled by the actual content. 2e and 3.x, in their own quite different ways, both had a lot of appeal to existing D&Ders, but were still very hard for completely new players to get into - though some always managed, of course. 4e was horrifying to the existing fanbase, precisely because it was made clearer, more consistent, more genre-evoking, and easier for a genuinely-new/mainstream player to get into, but only so many of them ran the gauntlet of the edition war to even try it (IMX, as someone who's run a lot of introductory games for new/returning players over the decades, 4e did have remarkable retention with new players - and was remarkably irritating to existing & returning ones).
When D&D was at it's most popular, it was as a fad, the mainstream was buying basic sets and PHs and the like in volume, but not actually making the transition into the hobby, and the fad ran its course. 5e is not hobbled by an edition war making the idea of even trying D&D unattractive, and it is riding the wave of both its own long-delayed come-back, and a resurgence in boardgaming that draws people into the kinds of game & hobby stores where they can be exposed to it, so more people are buying & trying D&D than have in a long time (not as many as in the 80s, but it's still a rousing success).
Very little about 5e, itself, (mostly the comparative sanity of having only one PH on the shelf, and the relatively slow pace of release) and nothing about PF, though, makes it that accessible to new players. The greatest weapon it has in that sense is all those long-time fans running games and initiating new players into the mystery cult.
PF was conceived as and remains an alternative to D&D for people who wanted the unique aspects of 3.5 that other D&Ds didn't provide. 5e's still not providing quite all of them, and certainly isn't competing on sheer volume of options & offerings. That really makes me think PF2 has to focus on it's existing player base, and on keeping them from finally going back to D&D, exclusively. I can't imagine how it'd begin to attract brand-new players nor recently-new players mystified/disappointed by D&D but still willing to explore the rest of the hobby.
Of course, I couldn't imagine at the time, how WotC or Paizo would have be able to do a number of things they have, in fact, actually done.
